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