// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2013 celeron55, Perttu Ahola // Copyright (C) 2013-2020 Minetest core developers & community #pragma once #include "object_properties.h" #include "serveractiveobject.h" #include #include "util/rotation_matrix.h" class UnitSAO : public ServerActiveObject { public: UnitSAO(ServerEnvironment *env, v3f pos); virtual ~UnitSAO() = default; u16 getHP() const override { return m_hp; } // Use a function, if isDead can be defined by other conditions bool isDead() const { return m_hp == 0; } // Rotation void setRotation(v3f rotation) { m_rotation = rotation; } const v3f &getRotation() const { return m_rotation; } const v3f getTotalRotation() const { // This replicates what happens clientside serverside core::matrix4 rot; setPitchYawRollRad(rot, -m_rotation * core::DEGTORAD); v3f res; // First rotate by m_rotation, then rotate by the automatic rotate yaw (core::quaternion(v3f(0, -m_rotation_add_yaw * core::DEGTORAD, 0)) * core::quaternion(rot.getRotationRadians())) .toEuler(res); return res * core::RADTODEG; } v3f getRadRotation() { return m_rotation * core::DEGTORAD; } // Deprecated f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; } // Armor groups inline bool isImmortal() const { return itemgroup_get(getArmorGroups(), "immortal"); } void setArmorGroups(const ItemGroupList &armor_groups) override; const ItemGroupList &getArmorGroups() const override; // Animation void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop) override; void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop) override; void setAnimationSpeed(float frame_speed) override; // Bone position void setBoneOverride(const std::string &bone, const BoneOverride &props) override; BoneOverride getBoneOverride(const std::string &bone) override; const std::unordered_map &getBoneOverrides() const override { return m_bone_override; }; // Attachments ServerActiveObject *getParent() const override; inline bool isAttached() const { return m_attachment_parent_id != 0; } void setAttachment(object_t parent_id, const std::string &bone, v3f position, v3f rotation, bool force_visible) override; void getAttachment(object_t *parent_id, std::string *bone, v3f *position, v3f *rotation, bool *force_visible) const override; void clearChildAttachments() override; void addAttachmentChild(object_t child_id) override; void removeAttachmentChild(object_t child_id) override; const std::unordered_set &getAttachmentChildIds() const override { return m_attachment_child_ids; } // Object properties ObjectProperties *accessObjectProperties() override; void notifyObjectPropertiesModified() override; void sendOutdatedData(); // Update packets 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; static std::string generateUpdateBoneOverrideCommand( const std::string &bone, const BoneOverride &props); void sendPunchCommand(); protected: u16 m_hp = 1; v3f m_rotation; f32 m_rotation_add_yaw = 0; ItemGroupList m_armor_groups; // Object properties bool m_properties_sent = true; ObjectProperties m_prop; // Stores position and rotation for each bone name std::unordered_map m_bone_override; object_t m_attachment_parent_id = 0; void clearAnyAttachments(); virtual void onMarkedForDeactivation() override { ServerActiveObject::onMarkedForDeactivation(); clearAnyAttachments(); } virtual void onMarkedForRemoval() override { ServerActiveObject::onMarkedForRemoval(); clearAnyAttachments(); } private: void onAttach(ServerActiveObject *parent); void onDetach(ServerActiveObject *parent); std::string generatePunchCommand(u16 result_hp) const; // Used to detect nested calls to setAttachments(), which can happen due to // Lua callbacks u8 m_attachment_call_counter = 0; // Armor groups bool m_armor_groups_sent = false; // Animation 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; // Bone positions bool m_bone_override_sent = false; // Attachments std::unordered_set m_attachment_child_ids; std::string m_attachment_bone = ""; v3f m_attachment_position; v3f m_attachment_rotation; bool m_attachment_sent = false; bool m_force_visible = false; };