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Deprecate get_player_velocity and add_player_velocity (#10173)

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rubenwardy committed Oct 3, 2020
1 parent 41a6136 commit 3250b37e32f264db04c1ca449d9feefc22fd38b7
Showing with 58 additions and 67 deletions.
  1. +1 −0 builtin/game/features.lua
  2. +17 −14 doc/lua_api.txt
  3. +3 −2 src/script/lua_api/l_base.cpp
  4. +37 −45 src/script/lua_api/l_object.cpp
  5. +0 −6 src/script/lua_api/l_object.h
@@ -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)
@@ -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
@@ -170,10 +170,11 @@ void ModApiBase::markAliasDeprecated(luaL_Reg *reg)
m_deprecated_wrappers.emplace(
std::pair<std::string, luaL_Reg>(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;
}
}
@@ -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<LuaEntitySAO*>(obj);
co->addVelocity(vel);
} else if (obj->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
PlayerSAO *player = dynamic_cast<PlayerSAO*>(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<LuaEntitySAO*>(obj);
v3f v = co->getVelocity();
pushFloatPos(L, v);
return 1;
} else if (obj->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
RemotePlayer *player = dynamic_cast<PlayerSAO*>(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),
@@ -209,12 +209,6 @@ class ObjectRef : public ModApiBase {
// 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);

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