From 3250b37e32f264db04c1ca449d9feefc22fd38b7 Mon Sep 17 00:00:00 2001 From: rubenwardy Date: Sun, 4 Oct 2020 00:33:45 +0100 Subject: [PATCH] Deprecate get_player_velocity and add_player_velocity (#10173) --- builtin/game/features.lua | 1 + doc/lua_api.txt | 31 +++++++------ src/script/lua_api/l_base.cpp | 5 +- src/script/lua_api/l_object.cpp | 82 +++++++++++++++------------------ src/script/lua_api/l_object.h | 6 --- 5 files changed, 58 insertions(+), 67 deletions(-) diff --git a/builtin/game/features.lua b/builtin/game/features.lua index a15475333..4d3c90ff0 100644 --- a/builtin/game/features.lua +++ b/builtin/game/features.lua @@ -17,6 +17,7 @@ core.features = { area_store_persistent_ids = true, pathfinder_works = true, object_step_has_moveresult = true, + direct_velocity_on_players = true, } function core.has_feature(arg) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 5d5e4b93a..c21da1871 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -4340,6 +4340,8 @@ Utilities pathfinder_works = true, -- Whether Collision info is available to an objects' on_step (5.3.0) object_step_has_moveresult = true, + -- Whether get_velocity() and add_velocity() can be used on players (5.4.0) + direct_velocity_on_players = true, } * `minetest.has_feature(arg)`: returns `boolean, missing_features` @@ -6118,6 +6120,19 @@ object you are working with still exists. * `get_pos()`: returns `{x=num, y=num, z=num}` * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}` +* `get_velocity()`: returns the velocity, a vector. +* `add_velocity(vel)` + * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` + * In comparison to using get_velocity, adding the velocity and then using + set_velocity, add_velocity is supposed to avoid synchronization problems. + Additionally, players also do not support set_velocity. + * If a player: + * Does not apply during free_move. + * Note that since the player speed is normalized at each move step, + increasing e.g. Y velocity beyond what would usually be achieved + (see: physics overrides) will cause existing X/Z velocity to be reduced. + * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to + pressing the jump key (assuming default settings) * `move_to(pos, continuous=false)` * Does an interpolated move for Lua entities for visually smooth transitions. * If `continuous` is true, the Lua entity will not be moved to the current @@ -6189,11 +6204,6 @@ object you are working with still exists. no effect and returning `nil`. * `set_velocity(vel)` * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` -* `add_velocity(vel)` - * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` - * In comparison to using get_velocity, adding the velocity and then using - set_velocity, add_velocity is supposed to avoid synchronization problems. -* `get_velocity()`: returns the velocity, a vector * `set_acceleration(acc)` * `acc` is a vector * `get_acceleration()`: returns the acceleration, a vector @@ -6229,16 +6239,9 @@ object you are working with still exists. #### Player only (no-op for other objects) * `get_player_name()`: returns `""` if is not a player -* `get_player_velocity()`: returns `nil` if is not a player, otherwise a +* `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead. table {x, y, z} representing the player's instantaneous velocity in nodes/s -* `add_player_velocity(vel)` - * Adds to player velocity, this happens client-side and only once. - * Does not apply during free_move. - * Note that since the player speed is normalized at each move step, - increasing e.g. Y velocity beyond what would usually be achieved - (see: physics overrides) will cause existing X/Z velocity to be reduced. - * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to - pressing the jump key (assuming default settings) +* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead. * `get_look_dir()`: get camera direction as a unit vector * `get_look_vertical()`: pitch in radians * Angle ranges between -pi/2 and pi/2, which are straight up and down diff --git a/src/script/lua_api/l_base.cpp b/src/script/lua_api/l_base.cpp index 2bee09436..03ef5447a 100644 --- a/src/script/lua_api/l_base.cpp +++ b/src/script/lua_api/l_base.cpp @@ -170,10 +170,11 @@ void ModApiBase::markAliasDeprecated(luaL_Reg *reg) m_deprecated_wrappers.emplace( std::pair(reg->name, original_reg)); reg->func = l_deprecated_function; + } else { + last_func = reg->func; + last_name = reg->name; } - last_func = reg->func; - last_name = reg->name; ++reg; } } diff --git a/src/script/lua_api/l_object.cpp b/src/script/lua_api/l_object.cpp index 24667e769..303b1175b 100644 --- a/src/script/lua_api/l_object.cpp +++ b/src/script/lua_api/l_object.cpp @@ -863,12 +863,21 @@ int ObjectRef::l_add_velocity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); - LuaEntitySAO *co = getluaobject(ref); - if (!co) + v3f vel = checkFloatPos(L, 2); + + ServerActiveObject *obj = getobject(ref); + if (obj == nullptr) return 0; - v3f pos = checkFloatPos(L, 2); - // Do it - co->addVelocity(pos); + + if (obj->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) { + LuaEntitySAO *co = dynamic_cast(obj); + co->addVelocity(vel); + } else if (obj->getType() == ACTIVEOBJECT_TYPE_PLAYER) { + PlayerSAO *player = dynamic_cast(obj); + player->setMaxSpeedOverride(vel); + getServer(L)->SendPlayerSpeed(player->getPeerID(), vel); + } + return 0; } @@ -877,11 +886,23 @@ int ObjectRef::l_get_velocity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); - LuaEntitySAO *co = getluaobject(ref); - if (co == NULL) return 0; - // Do it - v3f v = co->getVelocity(); - pushFloatPos(L, v); + + ServerActiveObject *obj = getobject(ref); + if (obj == nullptr) + return 0; + + if (obj->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) { + LuaEntitySAO *co = dynamic_cast(obj); + v3f v = co->getVelocity(); + pushFloatPos(L, v); + return 1; + } else if (obj->getType() == ACTIVEOBJECT_TYPE_PLAYER) { + RemotePlayer *player = dynamic_cast(obj)->getPlayer(); + push_v3f(L, player->getSpeed() / BS); + return 1; + } + + lua_pushnil(L); return 1; } @@ -1082,38 +1103,6 @@ int ObjectRef::l_get_player_name(lua_State *L) return 1; } -// get_player_velocity(self) -int ObjectRef::l_get_player_velocity(lua_State *L) -{ - NO_MAP_LOCK_REQUIRED; - ObjectRef *ref = checkobject(L, 1); - RemotePlayer *player = getplayer(ref); - if (player == NULL) { - lua_pushnil(L); - return 1; - } - // Do it - push_v3f(L, player->getSpeed() / BS); - return 1; -} - -// add_player_velocity(self, {x=num, y=num, z=num}) -int ObjectRef::l_add_player_velocity(lua_State *L) -{ - NO_MAP_LOCK_REQUIRED; - ObjectRef *ref = checkobject(L, 1); - v3f vel = checkFloatPos(L, 2); - - PlayerSAO *co = getplayersao(ref); - if (!co) - return 0; - - // Do it - co->setMaxSpeedOverride(vel); - getServer(L)->SendPlayerSpeed(co->getPeerID(), vel); - return 0; -} - // get_look_dir(self) int ObjectRef::l_get_look_dir(lua_State *L) { @@ -2288,10 +2277,14 @@ luaL_Reg ObjectRef::methods[] = { luamethod(ObjectRef, get_properties), luamethod(ObjectRef, set_nametag_attributes), luamethod(ObjectRef, get_nametag_attributes), - // LuaEntitySAO-only + luamethod_aliased(ObjectRef, set_velocity, setvelocity), luamethod(ObjectRef, add_velocity), + {"add_player_velocity", ObjectRef::l_add_velocity}, luamethod_aliased(ObjectRef, get_velocity, getvelocity), + {"get_player_velocity", ObjectRef::l_get_velocity}, + + // LuaEntitySAO-only luamethod_aliased(ObjectRef, set_acceleration, setacceleration), luamethod_aliased(ObjectRef, get_acceleration, getacceleration), luamethod_aliased(ObjectRef, set_yaw, setyaw), @@ -2307,8 +2300,7 @@ luaL_Reg ObjectRef::methods[] = { luamethod(ObjectRef, is_player), luamethod(ObjectRef, is_player_connected), luamethod(ObjectRef, get_player_name), - luamethod(ObjectRef, get_player_velocity), - luamethod(ObjectRef, add_player_velocity), + luamethod(ObjectRef, get_look_dir), luamethod(ObjectRef, get_look_pitch), luamethod(ObjectRef, get_look_yaw), diff --git a/src/script/lua_api/l_object.h b/src/script/lua_api/l_object.h index a75c59fd9..126719b1f 100644 --- a/src/script/lua_api/l_object.h +++ b/src/script/lua_api/l_object.h @@ -209,12 +209,6 @@ private: // get_player_name(self) static int l_get_player_name(lua_State *L); - // get_player_velocity(self) - static int l_get_player_velocity(lua_State *L); - - // add_player_velocity(self, {x=num, y=num, z=num}) - static int l_add_player_velocity(lua_State *L); - // get_fov(self) static int l_get_fov(lua_State *L);