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Move serveractiveobject & unitsao

Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
This commit is contained in:
Loic Blot 2020-04-10 21:25:42 +02:00 committed by Loïc Blot
parent 01b3f26c7b
commit 6d43736172
20 changed files with 445 additions and 404 deletions

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@ -1,4 +1,6 @@
set(server_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/activeobjectmgr.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mods.cpp
${CMAKE_CURRENT_SOURCE_DIR}/serveractiveobject.cpp
${CMAKE_CURRENT_SOURCE_DIR}/unit_sao.cpp
PARENT_SCOPE)

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@ -22,7 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <functional>
#include <vector>
#include "../activeobjectmgr.h"
#include "serverobject.h"
#include "serveractiveobject.h"
namespace server
{

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "serveractiveobject.h"
#include <fstream>
#include "inventory.h"
#include "constants.h" // BS
#include "log.h"
ServerActiveObject::ServerActiveObject(ServerEnvironment *env, v3f pos):
ActiveObject(0),
m_env(env),
m_base_position(pos)
{
}
ServerActiveObject* ServerActiveObject::create(ActiveObjectType type,
ServerEnvironment *env, u16 id, v3f pos,
const std::string &data)
{
// Find factory function
std::map<u16, Factory>::iterator n;
n = m_types.find(type);
if(n == m_types.end()) {
// These are 0.3 entity types, return without error.
if (ACTIVEOBJECT_TYPE_ITEM <= type && type <= ACTIVEOBJECT_TYPE_MOBV2) {
return NULL;
}
// If factory is not found, just return.
warningstream<<"ServerActiveObject: No factory for type="
<<type<<std::endl;
return NULL;
}
Factory f = n->second;
ServerActiveObject *object = (*f)(env, pos, data);
return object;
}
void ServerActiveObject::registerType(u16 type, Factory f)
{
std::map<u16, Factory>::iterator n;
n = m_types.find(type);
if(n != m_types.end())
return;
m_types[type] = f;
}
float ServerActiveObject::getMinimumSavedMovement()
{
return 2.0*BS;
}
ItemStack ServerActiveObject::getWieldedItem(ItemStack *selected, ItemStack *hand) const
{
*selected = ItemStack();
if (hand)
*hand = ItemStack();
return ItemStack();
}
bool ServerActiveObject::setWieldedItem(const ItemStack &item)
{
return false;
}
std::string ServerActiveObject::generateUpdateInfantCommand(u16 infant_id, u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SPAWN_INFANT);
// parameters
writeU16(os, infant_id);
writeU8(os, getSendType());
os << serializeLongString(getClientInitializationData(protocol_version));
return os.str();
}
std::string ServerActiveObject::generateUpdateNametagAttributesCommand(const video::SColor &color) const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_UPDATE_NAMETAG_ATTRIBUTES);
// parameters
writeU8(os, 1); // version for forward compatibility
writeARGB8(os, color);
return os.str();
}
void ServerActiveObject::dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue)
{
while (!m_messages_out.empty()) {
queue.push(m_messages_out.front());
m_messages_out.pop();
}
}

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <unordered_set>
#include "irrlichttypes_bloated.h"
#include "activeobject.h"
#include "inventorymanager.h"
#include "itemgroup.h"
#include "util/container.h"
/*
Some planning
-------------
* Server environment adds an active object, which gets the id 1
* The active object list is scanned for each client once in a while,
and it finds out what objects have been added that are not known
by the client yet. This scan is initiated by the Server class and
the result ends up directly to the server.
* A network packet is created with the info and sent to the client.
* Environment converts objects to static data and static data to
objects, based on how close players are to them.
*/
class ServerEnvironment;
struct ItemStack;
struct ToolCapabilities;
struct ObjectProperties;
struct PlayerHPChangeReason;
class ServerActiveObject : public ActiveObject
{
public:
/*
NOTE: m_env can be NULL, but step() isn't called if it is.
Prototypes are used that way.
*/
ServerActiveObject(ServerEnvironment *env, v3f pos);
virtual ~ServerActiveObject() = default;
virtual ActiveObjectType getSendType() const
{ return getType(); }
// Called after id has been set and has been inserted in environment
virtual void addedToEnvironment(u32 dtime_s){};
// Called before removing from environment
virtual void removingFromEnvironment(){};
// Returns true if object's deletion is the job of the
// environment
virtual bool environmentDeletes() const
{ return true; }
// Create a certain type of ServerActiveObject
static ServerActiveObject* create(ActiveObjectType type,
ServerEnvironment *env, u16 id, v3f pos,
const std::string &data);
/*
Some simple getters/setters
*/
v3f getBasePosition() const { return m_base_position; }
void setBasePosition(v3f pos){ m_base_position = pos; }
ServerEnvironment* getEnv(){ return m_env; }
/*
Some more dynamic interface
*/
virtual void setPos(const v3f &pos)
{ setBasePosition(pos); }
// continuous: if true, object does not stop immediately at pos
virtual void moveTo(v3f pos, bool continuous)
{ setBasePosition(pos); }
// If object has moved less than this and data has not changed,
// saving to disk may be omitted
virtual float getMinimumSavedMovement();
virtual std::string getDescription(){return "SAO";}
/*
Step object in time.
Messages added to messages are sent to client over network.
send_recommended:
True at around 5-10 times a second, same for all objects.
This is used to let objects send most of the data at the
same time so that the data can be combined in a single
packet.
*/
virtual void step(float dtime, bool send_recommended){}
/*
The return value of this is passed to the client-side object
when it is created
*/
virtual std::string getClientInitializationData(u16 protocol_version) {return "";}
/*
The return value of this is passed to the server-side object
when it is created (converted from static to active - actually
the data is the static form)
*/
virtual void getStaticData(std::string *result) const
{
assert(isStaticAllowed());
*result = "";
}
/*
Return false in here to never save and instead remove object
on unload. getStaticData() will not be called in that case.
*/
virtual bool isStaticAllowed() const
{return true;}
// Returns tool wear
virtual u16 punch(v3f dir,
const ToolCapabilities *toolcap = nullptr,
ServerActiveObject *puncher = nullptr,
float time_from_last_punch = 1000000.0f)
{ return 0; }
virtual void rightClick(ServerActiveObject *clicker)
{}
virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
{}
virtual u16 getHP() const
{ return 0; }
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
virtual const ItemGroupList &getArmorGroups() const
{ static ItemGroupList rv; return rv; }
virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
{}
virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
{}
virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
{}
virtual void setAnimationSpeed(float frame_speed)
{}
virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
{}
virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
{}
virtual const std::unordered_set<int> &getAttachmentChildIds() const
{ static std::unordered_set<int> rv; return rv; }
virtual ServerActiveObject *getParent() const { return nullptr; }
virtual ObjectProperties* accessObjectProperties()
{ return NULL; }
virtual void notifyObjectPropertiesModified()
{}
// Inventory and wielded item
virtual Inventory *getInventory() const
{ return NULL; }
virtual InventoryLocation getInventoryLocation() const
{ return InventoryLocation(); }
virtual void setInventoryModified()
{}
virtual std::string getWieldList() const
{ return ""; }
virtual u16 getWieldIndex() const
{ return 0; }
virtual ItemStack getWieldedItem(ItemStack *selected,
ItemStack *hand = nullptr) const;
virtual bool setWieldedItem(const ItemStack &item);
inline void attachParticleSpawner(u32 id)
{
m_attached_particle_spawners.insert(id);
}
inline void detachParticleSpawner(u32 id)
{
m_attached_particle_spawners.erase(id);
}
std::string generateUpdateInfantCommand(u16 infant_id, u16 protocol_version);
std::string generateUpdateNametagAttributesCommand(const video::SColor &color) const;
void dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue);
/*
Number of players which know about this object. Object won't be
deleted until this is 0 to keep the id preserved for the right
object.
*/
u16 m_known_by_count = 0;
/*
- Whether this object is to be removed when nobody knows about
it anymore.
- Removal is delayed to preserve the id for the time during which
it could be confused to some other object by some client.
- This is usually set to true by the step() method when the object wants
to be deleted but can be set by anything else too.
*/
bool m_pending_removal = false;
/*
Same purpose as m_pending_removal but for deactivation.
deactvation = save static data in block, remove active object
If this is set alongside with m_pending_removal, removal takes
priority.
*/
bool m_pending_deactivation = false;
/*
A getter that unifies the above to answer the question:
"Can the environment still interact with this object?"
*/
inline bool isGone() const
{ return m_pending_removal || m_pending_deactivation; }
/*
Whether the object's static data has been stored to a block
*/
bool m_static_exists = false;
/*
The block from which the object was loaded from, and in which
a copy of the static data resides.
*/
v3s16 m_static_block = v3s16(1337,1337,1337);
protected:
virtual void onAttach(int parent_id) {}
virtual void onDetach(int parent_id) {}
// Used for creating objects based on type
typedef ServerActiveObject* (*Factory)
(ServerEnvironment *env, v3f pos,
const std::string &data);
static void registerType(u16 type, Factory f);
ServerEnvironment *m_env;
v3f m_base_position;
std::unordered_set<u32> m_attached_particle_spawners;
/*
Queue of messages to be sent to the client
*/
std::queue<ActiveObjectMessage> m_messages_out;
private:
// Used for creating objects based on type
static std::map<u16, Factory> m_types;
};

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013-2020 Minetest core developers & community
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "unit_sao.h"
#include "scripting_server.h"
#include "serverenvironment.h"
/*
UnitSAO
*/
UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
ServerActiveObject(env, pos)
{
// Initialize something to armor groups
m_armor_groups["fleshy"] = 100;
}
ServerActiveObject *UnitSAO::getParent() const
{
if (!m_attachment_parent_id)
return nullptr;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
return obj;
}
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
const ItemGroupList &UnitSAO::getArmorGroups() const
{
return m_armor_groups;
}
void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
// store these so they can be updated to clients
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
m_animation_loop = frame_loop;
m_animation_sent = false;
}
void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
*frame_loop = m_animation_loop;
}
void UnitSAO::setAnimationSpeed(float frame_speed)
{
m_animation_speed = frame_speed;
m_animation_speed_sent = false;
}
void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
// store these so they can be updated to clients
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false;
}
void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
int old_parent = m_attachment_parent_id;
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
if (parent_id != old_parent) {
onDetach(old_parent);
onAttach(parent_id);
}
}
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
void UnitSAO::clearChildAttachments()
{
for (int child_id : m_attachment_child_ids) {
// Child can be NULL if it was deleted earlier
if (ServerActiveObject *child = m_env->getActiveObject(child_id))
child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
}
m_attachment_child_ids.clear();
}
void UnitSAO::clearParentAttachment()
{
ServerActiveObject *parent = nullptr;
if (m_attachment_parent_id) {
parent = m_env->getActiveObject(m_attachment_parent_id);
setAttachment(0, "", m_attachment_position, m_attachment_rotation);
} else {
setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
}
// Do it
if (parent)
parent->removeAttachmentChild(m_id);
}
void UnitSAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
}
void UnitSAO::removeAttachmentChild(int child_id)
{
m_attachment_child_ids.erase(child_id);
}
const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
{
return m_attachment_child_ids;
}
void UnitSAO::onAttach(int parent_id)
{
if (!parent_id)
return;
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
// Call parent's on_attach field
m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
}
}
void UnitSAO::onDetach(int parent_id)
{
if (!parent_id)
return;
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
}
ObjectProperties* UnitSAO::accessObjectProperties()
{
return &m_prop;
}
void UnitSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
std::string UnitSAO::generateUpdateAttachmentCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_ATTACH_TO);
// parameters
writeS16(os, m_attachment_parent_id);
os << serializeString(m_attachment_bone);
writeV3F32(os, m_attachment_position);
writeV3F32(os, m_attachment_rotation);
return os.str();
}
std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone,
const v3f &position, const v3f &rotation)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_BONE_POSITION);
// parameters
os << serializeString(bone);
writeV3F32(os, position);
writeV3F32(os, rotation);
return os.str();
}
std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
// parameters
writeF32(os, m_animation_speed);
return os.str();
}
std::string UnitSAO::generateUpdateAnimationCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_ANIMATION);
// parameters
writeV2F32(os, m_animation_range);
writeF32(os, m_animation_speed);
writeF32(os, m_animation_blend);
// these are sent inverted so we get true when the server sends nothing
writeU8(os, !m_animation_loop);
return os.str();
}
std::string UnitSAO::generateUpdateArmorGroupsCommand() const
{
std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
writeU16(os, m_armor_groups.size());
for (const auto &armor_group : m_armor_groups) {
os<<serializeString(armor_group.first);
writeS16(os, armor_group.second);
}
return os.str();
}
std::string UnitSAO::generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
const v3f &acceleration, const v3f &rotation, bool do_interpolate, bool is_movement_end,
f32 update_interval)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_UPDATE_POSITION);
// pos
writeV3F32(os, position);
// velocity
writeV3F32(os, velocity);
// acceleration
writeV3F32(os, acceleration);
// rotation
writeV3F32(os, rotation);
// do_interpolate
writeU8(os, do_interpolate);
// is_end_position (for interpolation)
writeU8(os, is_movement_end);
// update_interval (for interpolation)
writeF32(os, update_interval);
return os.str();
}
std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
{
std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_SET_PROPERTIES);
prop.serialize(os);
return os.str();
}
std::string UnitSAO::generatePunchCommand(u16 result_hp) const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_PUNCHED);
// result_hp
writeU16(os, result_hp);
return os.str();
}
void UnitSAO::sendPunchCommand()
{
m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));
}

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013-2020 Minetest core developers & community
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "object_properties.h"
#include "serveractiveobject.h"
class UnitSAO: public ServerActiveObject
{
public:
UnitSAO(ServerEnvironment *env, v3f pos);
virtual ~UnitSAO() = default;
void setRotation(v3f rotation) { m_rotation = rotation; }
const v3f &getRotation() const { return m_rotation; }
v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
// Deprecated
f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
u16 getHP() const { return m_hp; }
// Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; }
inline bool isAttached() const
{ return getParent(); }
inline bool isImmortal() const
{ return itemgroup_get(getArmorGroups(), "immortal"); }
void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups() const;
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setAnimationSpeed(float frame_speed);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation) const;
void clearChildAttachments();
void clearParentAttachment();
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
const std::unordered_set<int> &getAttachmentChildIds() const;
ServerActiveObject *getParent() const;
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
std::string generateUpdateAttachmentCommand() const;
std::string generateUpdateAnimationSpeedCommand() const;
std::string generateUpdateAnimationCommand() const;
std::string generateUpdateArmorGroupsCommand() const;
static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
const v3f &acceleration, const v3f &rotation, bool do_interpolate,
bool is_movement_end, f32 update_interval);
std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
void sendPunchCommand();
static std::string generateUpdateBonePositionCommand(const std::string &bone,
const v3f &position, const v3f &rotation);
protected:
u16 m_hp = 1;
v3f m_rotation;
bool m_properties_sent = true;
ObjectProperties m_prop;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent = false;
v2f m_animation_range;
float m_animation_speed = 0.0f;
float m_animation_blend = 0.0f;
bool m_animation_loop = true;
bool m_animation_sent = false;
bool m_animation_speed_sent = false;
// Stores position and rotation for each bone name
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
bool m_bone_position_sent = false;
int m_attachment_parent_id = 0;
std::unordered_set<int> m_attachment_child_ids;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent = false;
private:
void onAttach(int parent_id);
void onDetach(int parent_id);
std::string generatePunchCommand(u16 result_hp) const;
};