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https://github.com/2revoemag/PSF-BotServer.git
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rebase did not flag these conflicts during operation, so they had to be manually corrected
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parent
0fe46311ad
commit
051283337c
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@ -2347,14 +2347,11 @@ object GlobalDefinitions {
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ams.Seats(0).ArmorRestriction = SeatArmorRestriction.NoReinforcedOrMax
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ams.MountPoints += 1 -> 0
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ams.MountPoints += 2 -> 0
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<<<<<<< 27d86af015d5a835f7d594aed9ccdd1de4048c53
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ams.Utilities += 3 -> UtilityType.order_terminala
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ams.Utilities += 4 -> UtilityType.order_terminalb
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=======
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ams.Deployment = true
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ams.DeployTime = 2000
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ams.UndeployTime = 2000
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>>>>>>> Deployment:
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ams.Packet = utilityConverter
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val variantConverter = new VariantVehicleConverter
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@ -20,9 +20,7 @@ import scala.annotation.tailrec
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* All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy.
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* Generally, all seating is declared first - the driver and passengers and and gunners.
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* Following that are the mounted weapons and other utilities.
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* Trunk space starts being indexed afterwards.<br>
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* <br>
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<<<<<<< 27d86af015d5a835f7d594aed9ccdd1de4048c53
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* Trunk space starts being indexed afterwards.
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* To keep it simple, infantry seating, mounted weapons, and utilities are stored separately.<br>
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* <br>
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* Vehicles maintain a `Map` of `Utility` objects in given index positions.
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@ -33,10 +31,6 @@ import scala.annotation.tailrec
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* The value of the negative index does not have a specific meaning.
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* @see `Vehicle.EquipmentUtilities`
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* @param vehicleDef the vehicle's definition entry';
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=======
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* To keep it simple, infantry seating, mounted weapons, and utilities are stored separately.
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* @param vehicleDef the vehicle's definition entry;
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>>>>>>> Deployment:
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* stores and unloads pertinent information about the `Vehicle`'s configuration;
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* used in the initialization process (`loadVehicleDefinition`)
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*/
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@ -21,13 +21,9 @@ class VehicleDefinition(objectId : Int) extends ObjectDefinition(objectId) {
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/* key - seat index (where this weapon attaches during object construction), value - the weapon on an EquipmentSlot */
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private val weapons : mutable.HashMap[Int, ToolDefinition] = mutable.HashMap[Int, ToolDefinition]()
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private var deployment : Boolean = false
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<<<<<<< 27d86af015d5a835f7d594aed9ccdd1de4048c53
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private val utilities : mutable.HashMap[Int, UtilityType.Value] = mutable.HashMap()
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=======
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private var deploymentTime_Deploy : Int = 0 //ms
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private var deploymentTime_Undeploy : Int = 0 //ms
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private val utilities : mutable.ArrayBuffer[Int] = mutable.ArrayBuffer[Int]()
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>>>>>>> Deployment:
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private var trunkSize : InventoryTile = InventoryTile.None
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private var trunkOffset : Int = 0
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private var canCloak : Boolean = false
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@ -76,9 +72,9 @@ class VehicleDefinition(objectId : Int) extends ObjectDefinition(objectId) {
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Deployment
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}
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<<<<<<< 27d86af015d5a835f7d594aed9ccdd1de4048c53
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def Utilities : mutable.HashMap[Int, UtilityType.Value] = utilities
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=======
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def DeployTime : Int = deploymentTime_Deploy
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def DeployTime_=(dtime : Int) : Int = {
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@ -93,9 +89,6 @@ class VehicleDefinition(objectId : Int) extends ObjectDefinition(objectId) {
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UndeployTime
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}
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def Utilities : mutable.ArrayBuffer[Int] = utilities
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>>>>>>> Deployment:
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def TrunkSize : InventoryTile = trunkSize
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def TrunkSize_=(tile : InventoryTile) : InventoryTile = {
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@ -4,12 +4,8 @@ package net.psforever.objects.vehicles
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import akka.actor.Actor
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import net.psforever.objects.Vehicle
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import net.psforever.objects.serverobject.mount.MountableBehavior
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<<<<<<< 27d86af015d5a835f7d594aed9ccdd1de4048c53
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import net.psforever.objects.serverobject.affinity.{FactionAffinity, FactionAffinityBehavior}
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=======
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import net.psforever.objects.serverobject.affinity.FactionAffinityBehavior
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import net.psforever.objects.serverobject.deploy.DeploymentBehavior
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>>>>>>> Deployment:
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/**
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* An `Actor` that handles messages being dispatched to a specific `Vehicle`.<br>
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@ -23,14 +19,10 @@ class VehicleControl(vehicle : Vehicle) extends Actor
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with DeploymentBehavior
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with MountableBehavior.Mount
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with MountableBehavior.Dismount {
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<<<<<<< 27d86af015d5a835f7d594aed9ccdd1de4048c53
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//make control actors belonging to utilities when making control actor belonging to vehicle
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vehicle.Utilities.foreach({case (_, util) => util.Setup })
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def MountableObject = vehicle //do not add type!
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=======
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def MountableObject = vehicle
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>>>>>>> Deployment:
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def FactionObject = vehicle
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