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add comments about zone modifiers to main file and tests to test file
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@ -6,22 +6,35 @@ import scodec.Codec
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import scodec.codecs._
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/**
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* The client is telling the server that the player wants to go to the training zones.<br>
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* Dispatched when the player wants to go to the training zones.
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* When a player enters the virtual reality hallways behind sanctuary spawn rooms and walks to the base of the ramp, he is presented with a prompt.
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* From the prompt, the player accepts either "Shooting Range" or "Vehicle Training Area."<br>
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* <br>
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* This message is dispatched when a player enters the VR hallway / VR teleport and accepts the "Shooting Range" or the "Vehicle Training Area" options on the prompt.
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* The packet sends indication to the server (as if it didn't know?) in regards to which training grounds the player should be sent.
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* Players are sent to their respective empire's area by default.<br>
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* @param unk1 na;
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* 19 (`13`) when shooting range;
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* 22 (`16`) when ground vehicle range
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* Both sets of training zones utilize the same map for their type - `map14` for shooting and `map15` for vehicles.
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* The factions are kept separate so there are actually six separated zones - two each - to accommodate the three factions.
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* There is no global map notation, i.e., `map##`, for going to a faction-instance training zone map.
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* The zone modifier is used in conjunction with the `LoadMapMessage` packet to determine the faction-instance of the training map.<br>
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* <br>
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* Players are sent to their respective empire's area by default.
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* A TR player utilizing the virtual reality hallway in the NC sanctuary and will still only be offered the TR virtual reality areas.
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* Black OPs do not have normal access to virtual reality areas.<br>
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* <br>
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* Zone:<br>
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* 17 - `11` - TR Shooting Range<br>
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* 18 - `12` - NC Shooting Range<br>
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* 19 - `13` - VS Shooting Range<br>
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* 20 - `14` - TR Vehicle Training Area<br>
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* 21 - `15` - NC Vehicle Training Area<br>
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* 22 - `16` - VS Vehicle Training Area
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* @param zone the virtual reality zone to send the player
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* @param unk1 na; always zero?
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* @param unk2 na; always zero?
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* @param unk3 na; always zero?
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* @param unk4 na; always zero?
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*/
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final case class TrainingZoneMessage(unk1 : Int,
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final case class TrainingZoneMessage(zone : Int,
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unk1 : Int,
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unk2 : Int,
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unk3 : Int,
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unk4 : Int)
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unk3 : Int)
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extends PlanetSideGamePacket {
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type Packet = TrainingZoneMessage
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def opcode = GamePacketOpcode.TrainingZoneMessage
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@ -30,9 +43,9 @@ final case class TrainingZoneMessage(unk1 : Int,
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object TrainingZoneMessage extends Marshallable[TrainingZoneMessage] {
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implicit val codec : Codec[TrainingZoneMessage] = (
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("unk1" | uint8L) ::
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("zone" | uint8L) ::
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("unk1" | uint8L) ::
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("unk2" | uint8L) ::
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("unk3" | uint8L) ::
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("unk4" | uint8L)
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("unk3" | uint8L)
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).as[TrainingZoneMessage]
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}
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@ -830,6 +830,29 @@ class GamePacketTest extends Specification {
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}
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}
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"TrainingZoneMessage" should {
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val string = hex"75 13 000000"
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"decode" in {
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PacketCoding.DecodePacket(string).require match {
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case TrainingZoneMessage(zone, unk1, unk2, unk3) =>
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zone mustEqual 19
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unk1 mustEqual 0
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unk2 mustEqual 0
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unk3 mustEqual 0
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case default =>
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ko
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}
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}
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"encode" in {
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val msg = TrainingZoneMessage(19, 0, 0, 0)
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val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
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pkt mustEqual string
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}
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}
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"WeaponDryFireMessage" should {
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val string = hex"52 4C00"
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