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Scripting WIP
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@ -1366,9 +1366,11 @@ void LuaEntityCAO::processMessage(const std::string &data)
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m_position = readV3F1000(is);
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// yaw
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m_yaw = readF1000(is);
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// is_end_position (for interpolation)
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bool is_end_position = readU8(is);
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if(do_interpolate)
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pos_translator.update(m_position);
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pos_translator.update(m_position, is_end_position);
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else
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pos_translator.init(m_position);
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updateNodePos();
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@ -35,6 +35,7 @@ struct SmoothTranslator
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v3f vect_old;
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v3f vect_show;
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v3f vect_aim;
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bool aim_is_end;
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f32 anim_counter;
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f32 anim_time;
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f32 anim_time_counter;
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@ -53,6 +54,7 @@ struct SmoothTranslator
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vect_old = vect;
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vect_show = vect;
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vect_aim = vect;
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aim_is_end = true;
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anim_counter = 0;
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anim_time = 0;
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anim_time_counter = 0;
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@ -63,8 +65,9 @@ struct SmoothTranslator
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init(vect_show);
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}
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void update(v3f vect_new)
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void update(v3f vect_new, bool is_end_position=false)
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{
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aim_is_end = is_end_position;
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vect_old = vect_show;
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vect_aim = vect_new;
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if(anim_time < 0.001 || anim_time > 1.0)
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@ -85,8 +88,11 @@ struct SmoothTranslator
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moveratio = anim_time_counter / anim_time;
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// Move a bit less than should, to avoid oscillation
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moveratio = moveratio * 0.5;
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if(moveratio > 1.5)
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moveratio = 1.5;
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float move_end = 1.5;
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if(aim_is_end)
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move_end = 1.0;
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if(moveratio > move_end)
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moveratio = move_end;
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vect_show = vect_old + vect_move * moveratio;
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}
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@ -1572,14 +1572,17 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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if(send_recommended == false)
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return;
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bool move_end = false;
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float minchange = 0.2*BS;
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if(m_last_sent_position_timer > 1.0)
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if(m_last_sent_position_timer > 1.0){
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minchange = 0.01*BS;
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else if(m_last_sent_position_timer > 0.2)
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move_end = true;
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} else if(m_last_sent_position_timer > 0.2){
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minchange = 0.05*BS;
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}
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if(m_base_position.getDistanceFrom(m_last_sent_position) > minchange
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|| fabs(m_yaw - m_last_sent_yaw) > 1.0){
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sendPosition(true);
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sendPosition(true, move_end);
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}
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}
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@ -1643,15 +1646,16 @@ void LuaEntitySAO::rightClick(Player *player)
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void LuaEntitySAO::setPos(v3f pos)
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{
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m_base_position = pos;
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sendPosition(false);
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sendPosition(false, true);
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}
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void LuaEntitySAO::moveTo(v3f pos)
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{
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m_base_position = pos;
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sendPosition(true, true);
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}
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void LuaEntitySAO::sendPosition(bool do_interpolate)
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void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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{
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m_last_sent_yaw = m_yaw;
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m_last_sent_position = m_base_position;
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@ -1660,12 +1664,16 @@ void LuaEntitySAO::sendPosition(bool do_interpolate)
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std::ostringstream os(std::ios::binary);
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// command (0 = update position)
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writeU8(os, 0);
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// do_interpolate
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writeU8(os, do_interpolate);
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// pos
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writeV3F1000(os, m_base_position);
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// yaw
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writeF1000(os, m_yaw);
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// is_end_position (for interpolation)
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writeU8(os, is_movement_end);
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// create message and add to list
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ActiveObjectMessage aom(getId(), false, os.str());
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m_messages_out.push_back(aom);
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@ -219,7 +219,7 @@ public:
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void setPos(v3f pos);
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void moveTo(v3f pos);
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private:
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void sendPosition(bool do_interpolate);
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void sendPosition(bool do_interpolate, bool is_movement_end);
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std::string m_init_name;
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std::string m_init_state;
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