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ObjectRef: Add add_velocity() (#3208)
Allow changing the velocity of objects relatively to their current velocity
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@ -39,7 +39,7 @@ core.register_entity(":__builtin:falling_node", {
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal = 1})
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local ds = core.deserialize(staticdata)
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if ds and ds.node then
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self:set_node(ds.node, ds.meta)
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@ -4029,6 +4029,10 @@ This is basically a reference to a C++ `ServerActiveObject`
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##### LuaEntitySAO-only (no-op for other objects)
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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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@ -121,6 +121,10 @@ public:
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s16 getHP() const;
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/* LuaEntitySAO-specific */
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void setVelocity(v3f velocity);
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void addVelocity(v3f velocity)
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{
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m_velocity += velocity;
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}
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v3f getVelocity();
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void setAcceleration(v3f acceleration);
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v3f getAcceleration();
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@ -850,6 +850,20 @@ int ObjectRef::l_set_velocity(lua_State *L)
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return 0;
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}
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// add_velocity(self, {x=num, y=num, z=num})
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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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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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return 0;
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}
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// get_velocity(self)
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int ObjectRef::l_get_velocity(lua_State *L)
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{
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@ -1840,6 +1854,7 @@ const luaL_Reg ObjectRef::methods[] = {
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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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luamethod_aliased(ObjectRef, get_velocity, getvelocity),
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luamethod_aliased(ObjectRef, set_acceleration, setacceleration),
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luamethod_aliased(ObjectRef, get_acceleration, getacceleration),
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@ -161,6 +161,9 @@ private:
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// set_velocity(self, {x=num, y=num, z=num})
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static int l_set_velocity(lua_State *L);
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// add_velocity(self, {x=num, y=num, z=num})
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static int l_add_velocity(lua_State *L);
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// get_velocity(self)
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static int l_get_velocity(lua_State *L);
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