3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2020 Minetest core developers & community
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "scripting_server.h"
23 #include "serverenvironment.h"
25 UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
27 // Initialize something to armor groups
28 m_armor_groups["fleshy"] = 100;
31 ServerActiveObject *UnitSAO::getParent() const
33 if (!m_attachment_parent_id)
35 // Check if the parent still exists
36 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
41 void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
43 m_armor_groups = armor_groups;
44 m_armor_groups_sent = false;
47 const ItemGroupList &UnitSAO::getArmorGroups() const
49 return m_armor_groups;
52 void UnitSAO::setAnimation(
53 v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
55 // store these so they can be updated to clients
56 m_animation_range = frame_range;
57 m_animation_speed = frame_speed;
58 m_animation_blend = frame_blend;
59 m_animation_loop = frame_loop;
60 m_animation_sent = false;
63 void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
66 *frame_range = m_animation_range;
67 *frame_speed = m_animation_speed;
68 *frame_blend = m_animation_blend;
69 *frame_loop = m_animation_loop;
72 void UnitSAO::setAnimationSpeed(float frame_speed)
74 m_animation_speed = frame_speed;
75 m_animation_speed_sent = false;
78 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
80 // store these so they can be updated to clients
81 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
82 m_bone_position_sent = false;
85 void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
87 *position = m_bone_position[bone].X;
88 *rotation = m_bone_position[bone].Y;
91 void UnitSAO::setAttachment(
92 int parent_id, const std::string &bone, v3f position, v3f rotation)
94 // Attachments need to be handled on both the server and client.
95 // If we just attach on the server, we can only copy the position of the parent.
96 // Attachments are still sent to clients at an interval so players might see them
97 // lagging, plus we can't read and attach to skeletal bones. If we just attach on
98 // the client, the server still sees the child at its original location. This
99 // breaks some things so we also give the server the most accurate representation
100 // even if players only see the client changes.
102 int old_parent = m_attachment_parent_id;
103 m_attachment_parent_id = parent_id;
104 m_attachment_bone = bone;
105 m_attachment_position = position;
106 m_attachment_rotation = rotation;
107 m_attachment_sent = false;
109 if (parent_id != old_parent) {
110 onDetach(old_parent);
115 void UnitSAO::getAttachment(
116 int *parent_id, std::string *bone, v3f *position, v3f *rotation) const
118 *parent_id = m_attachment_parent_id;
119 *bone = m_attachment_bone;
120 *position = m_attachment_position;
121 *rotation = m_attachment_rotation;
124 void UnitSAO::clearChildAttachments()
126 for (int child_id : m_attachment_child_ids) {
127 // Child can be NULL if it was deleted earlier
128 if (ServerActiveObject *child = m_env->getActiveObject(child_id))
129 child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
131 m_attachment_child_ids.clear();
134 void UnitSAO::clearParentAttachment()
136 ServerActiveObject *parent = nullptr;
137 if (m_attachment_parent_id) {
138 parent = m_env->getActiveObject(m_attachment_parent_id);
139 setAttachment(0, "", m_attachment_position, m_attachment_rotation);
141 setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
145 parent->removeAttachmentChild(m_id);
148 void UnitSAO::addAttachmentChild(int child_id)
150 m_attachment_child_ids.insert(child_id);
153 void UnitSAO::removeAttachmentChild(int child_id)
155 m_attachment_child_ids.erase(child_id);
158 const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
160 return m_attachment_child_ids;
163 void UnitSAO::onAttach(int parent_id)
168 ServerActiveObject *parent = m_env->getActiveObject(parent_id);
170 if (!parent || parent->isGone())
171 return; // Do not try to notify soon gone parent
173 if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
174 // Call parent's on_attach field
175 m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
179 void UnitSAO::onDetach(int parent_id)
184 ServerActiveObject *parent = m_env->getActiveObject(parent_id);
185 if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
186 m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
188 if (!parent || parent->isGone())
189 return; // Do not try to notify soon gone parent
191 if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
192 m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
195 ObjectProperties *UnitSAO::accessObjectProperties()
200 void UnitSAO::notifyObjectPropertiesModified()
202 m_properties_sent = false;
205 std::string UnitSAO::generateUpdateAttachmentCommand() const
207 std::ostringstream os(std::ios::binary);
209 writeU8(os, AO_CMD_ATTACH_TO);
211 writeS16(os, m_attachment_parent_id);
212 os << serializeString(m_attachment_bone);
213 writeV3F32(os, m_attachment_position);
214 writeV3F32(os, m_attachment_rotation);
218 std::string UnitSAO::generateUpdateBonePositionCommand(
219 const std::string &bone, const v3f &position, const v3f &rotation)
221 std::ostringstream os(std::ios::binary);
223 writeU8(os, AO_CMD_SET_BONE_POSITION);
225 os << serializeString(bone);
226 writeV3F32(os, position);
227 writeV3F32(os, rotation);
231 std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
233 std::ostringstream os(std::ios::binary);
235 writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
237 writeF32(os, m_animation_speed);
241 std::string UnitSAO::generateUpdateAnimationCommand() const
243 std::ostringstream os(std::ios::binary);
245 writeU8(os, AO_CMD_SET_ANIMATION);
247 writeV2F32(os, m_animation_range);
248 writeF32(os, m_animation_speed);
249 writeF32(os, m_animation_blend);
250 // these are sent inverted so we get true when the server sends nothing
251 writeU8(os, !m_animation_loop);
255 std::string UnitSAO::generateUpdateArmorGroupsCommand() const
257 std::ostringstream os(std::ios::binary);
258 writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
259 writeU16(os, m_armor_groups.size());
260 for (const auto &armor_group : m_armor_groups) {
261 os << serializeString(armor_group.first);
262 writeS16(os, armor_group.second);
267 std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
268 const v3f &velocity, const v3f &acceleration, const v3f &rotation,
269 bool do_interpolate, bool is_movement_end, f32 update_interval)
271 std::ostringstream os(std::ios::binary);
273 writeU8(os, AO_CMD_UPDATE_POSITION);
275 writeV3F32(os, position);
277 writeV3F32(os, velocity);
279 writeV3F32(os, acceleration);
281 writeV3F32(os, rotation);
283 writeU8(os, do_interpolate);
284 // is_end_position (for interpolation)
285 writeU8(os, is_movement_end);
286 // update_interval (for interpolation)
287 writeF32(os, update_interval);
291 std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
293 std::ostringstream os(std::ios::binary);
294 writeU8(os, AO_CMD_SET_PROPERTIES);
299 std::string UnitSAO::generatePunchCommand(u16 result_hp) const
301 std::ostringstream os(std::ios::binary);
303 writeU8(os, AO_CMD_PUNCHED);
305 writeU16(os, result_hp);
309 void UnitSAO::sendPunchCommand()
311 m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));