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Move serveractiveobject & unitsao
Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h} Move UnitSAO class to dedicated files
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parent
01b3f26c7b
commit
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20 changed files with 445 additions and 404 deletions
318
src/server/unit_sao.cpp
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318
src/server/unit_sao.cpp
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2013-2020 Minetest core developers & community
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "unit_sao.h"
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#include "scripting_server.h"
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#include "serverenvironment.h"
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/*
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UnitSAO
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*/
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos)
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{
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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ServerActiveObject *UnitSAO::getParent() const
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{
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if (!m_attachment_parent_id)
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return nullptr;
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// Check if the parent still exists
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ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
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return obj;
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}
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void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
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{
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m_armor_groups = armor_groups;
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m_armor_groups_sent = false;
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}
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const ItemGroupList &UnitSAO::getArmorGroups() const
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{
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return m_armor_groups;
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}
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void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
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{
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// store these so they can be updated to clients
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m_animation_range = frame_range;
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m_animation_speed = frame_speed;
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m_animation_blend = frame_blend;
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m_animation_loop = frame_loop;
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m_animation_sent = false;
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}
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void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
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{
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*frame_range = m_animation_range;
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*frame_speed = m_animation_speed;
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*frame_blend = m_animation_blend;
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*frame_loop = m_animation_loop;
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}
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void UnitSAO::setAnimationSpeed(float frame_speed)
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{
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m_animation_speed = frame_speed;
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m_animation_speed_sent = false;
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}
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void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// are still sent to clients at an interval so players might see them lagging, plus we can't
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// read and attach to skeletal bones.
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// If we just attach on the client, the server still sees the child at its original location.
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// This breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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int old_parent = m_attachment_parent_id;
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m_attachment_parent_id = parent_id;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_attachment_sent = false;
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if (parent_id != old_parent) {
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onDetach(old_parent);
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onAttach(parent_id);
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}
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}
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void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation) const
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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void UnitSAO::clearChildAttachments()
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{
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for (int child_id : m_attachment_child_ids) {
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// Child can be NULL if it was deleted earlier
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if (ServerActiveObject *child = m_env->getActiveObject(child_id))
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child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
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}
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m_attachment_child_ids.clear();
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}
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void UnitSAO::clearParentAttachment()
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{
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ServerActiveObject *parent = nullptr;
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if (m_attachment_parent_id) {
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parent = m_env->getActiveObject(m_attachment_parent_id);
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setAttachment(0, "", m_attachment_position, m_attachment_rotation);
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} else {
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setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
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}
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// Do it
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if (parent)
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parent->removeAttachmentChild(m_id);
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}
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void UnitSAO::addAttachmentChild(int child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void UnitSAO::removeAttachmentChild(int child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
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{
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return m_attachment_child_ids;
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}
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void UnitSAO::onAttach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
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// Call parent's on_attach field
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m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
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}
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}
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void UnitSAO::onDetach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
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}
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ObjectProperties* UnitSAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void UnitSAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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std::string UnitSAO::generateUpdateAttachmentCommand() const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_ATTACH_TO);
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// parameters
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writeS16(os, m_attachment_parent_id);
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os << serializeString(m_attachment_bone);
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writeV3F32(os, m_attachment_position);
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writeV3F32(os, m_attachment_rotation);
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return os.str();
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}
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std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone,
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const v3f &position, const v3f &rotation)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_BONE_POSITION);
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// parameters
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os << serializeString(bone);
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writeV3F32(os, position);
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writeV3F32(os, rotation);
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return os.str();
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}
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std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
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// parameters
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writeF32(os, m_animation_speed);
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return os.str();
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}
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std::string UnitSAO::generateUpdateAnimationCommand() const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_ANIMATION);
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// parameters
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writeV2F32(os, m_animation_range);
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writeF32(os, m_animation_speed);
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writeF32(os, m_animation_blend);
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// these are sent inverted so we get true when the server sends nothing
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writeU8(os, !m_animation_loop);
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return os.str();
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}
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std::string UnitSAO::generateUpdateArmorGroupsCommand() const
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{
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std::ostringstream os(std::ios::binary);
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writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
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writeU16(os, m_armor_groups.size());
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for (const auto &armor_group : m_armor_groups) {
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os<<serializeString(armor_group.first);
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writeS16(os, armor_group.second);
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}
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return os.str();
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}
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std::string UnitSAO::generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
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const v3f &acceleration, const v3f &rotation, bool do_interpolate, bool is_movement_end,
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f32 update_interval)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_UPDATE_POSITION);
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// pos
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writeV3F32(os, position);
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// velocity
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writeV3F32(os, velocity);
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// acceleration
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writeV3F32(os, acceleration);
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// rotation
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writeV3F32(os, rotation);
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// do_interpolate
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writeU8(os, do_interpolate);
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// is_end_position (for interpolation)
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writeU8(os, is_movement_end);
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// update_interval (for interpolation)
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writeF32(os, update_interval);
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return os.str();
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}
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std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
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{
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std::ostringstream os(std::ios::binary);
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writeU8(os, AO_CMD_SET_PROPERTIES);
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prop.serialize(os);
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return os.str();
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}
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std::string UnitSAO::generatePunchCommand(u16 result_hp) const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_PUNCHED);
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// result_hp
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writeU16(os, result_hp);
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return os.str();
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}
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void UnitSAO::sendPunchCommand()
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{
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m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));
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}
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