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Improve LuaEntity velocity/acceleration handling (by kahrl); implement staticdata interface to Lua
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@@ -1550,6 +1550,8 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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m_init_state(state),
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m_registered(false),
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m_prop(new LuaEntityProperties),
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m_velocity(0,0,0),
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m_acceleration(0,0,0),
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m_yaw(0),
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m_last_sent_yaw(0),
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m_last_sent_position(0,0,0),
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@@ -1610,6 +1612,9 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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{
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m_last_sent_position_timer += dtime;
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m_base_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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if(m_registered){
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lua_State *L = m_env->getLua();
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scriptapi_luaentity_step(L, m_id, dtime);
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@@ -1618,6 +1623,7 @@ 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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// TODO: force send when velocity/acceleration changes enough
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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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minchange = 0.01*BS;
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@@ -1659,7 +1665,7 @@ std::string LuaEntitySAO::getStaticData()
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// state
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if(m_registered){
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lua_State *L = m_env->getLua();
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std::string state = scriptapi_luaentity_get_state(L, m_id);
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std::string state = scriptapi_luaentity_get_staticdata(L, m_id);
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os<<serializeLongString(state);
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} else {
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os<<serializeLongString(m_init_state);
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@@ -1709,6 +1715,16 @@ float LuaEntitySAO::getMinimumSavedMovement()
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return 0.1 * BS;
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}
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void LuaEntitySAO::setVelocity(v3f velocity)
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{
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m_velocity = velocity;
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}
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void LuaEntitySAO::setAcceleration(v3f acceleration)
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{
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m_acceleration = acceleration;
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}
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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_move_precision = m_base_position.getDistanceFrom(
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@@ -1716,6 +1732,8 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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m_last_sent_position_timer = 0;
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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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//m_last_sent_velocity = m_velocity;
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//m_last_sent_acceleration = m_acceleration;
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float update_interval = m_env->getSendRecommendedInterval();
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@@ -1727,6 +1745,10 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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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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// velocity
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writeV3F1000(os, m_velocity);
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// acceleration
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writeV3F1000(os, m_acceleration);
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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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