too much to itemize; still getting squads working, more or less

This commit is contained in:
FateJH 2019-10-01 21:25:44 -04:00
parent 3e631657b8
commit 2a93e6a8be
10 changed files with 2481 additions and 1491 deletions

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@ -48,13 +48,8 @@ class Avatar(private val char_id : Long, val name : String, val faction : Planet
private val deployables : DeployableToolbox = new DeployableToolbox
/**
* Looking For Squad:<br>
* Used to indicate both the marque that appears underneath a player's nameplate and an actual player state<br>
* This `Avatar`-specific "Looking for Squad" variable
* is used to indicate the active state of the LFS marque in the game
* and will change to `false` if the player is the member of a squad.
* A client-local version of "Looking for Squad" will maintain the real state of LFS
* once the player has joined a squad.
* The client-local version will restore the `Avatar`-local variable upon leaving the squad.
* Indicates both a player state and the text on the marquee under the player nameplate.
* Should only be valid when the player is not in a squad.
*/
private var lfs : Boolean = false

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@ -11,11 +11,7 @@ class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extend
private var zoneId : Option[Int] = None
private var task : String = ""
private val membership : Array[Member] = Array.fill[Member](10)(new Member)
private val availability : Array[Boolean] = Array.fill[Boolean](10)(true)
private var listed : Boolean = false
private var leaderPositionIndex : Int = 0
private var autoApproveInvitationRequests : Boolean = false
private var locationFollowsSquadLead : Boolean = false
private val availability : Array[Boolean] = Array.fill[Boolean](10)(elem = true)
override def GUID_=(d : PlanetSideGUID) : PlanetSideGUID = GUID
@ -23,14 +19,7 @@ class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extend
def CustomZoneId : Boolean = zoneId.isDefined
def ZoneId : Int = zoneId.getOrElse({
membership.lift(leaderPositionIndex) match {
case Some(leader) =>
leader.ZoneId
case _ =>
0
}
})
def ZoneId : Int = zoneId.getOrElse(membership(0).ZoneId)
def ZoneId_=(id : Int) : Int = {
ZoneId_=(Some(id))
@ -48,42 +37,12 @@ class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extend
Task
}
def Listed : Boolean = listed
def Listed_=(announce : Boolean) : Boolean = {
listed = announce
Listed
}
def LocationFollowsSquadLead : Boolean = locationFollowsSquadLead
def LocationFollowsSquadLead_=(follow : Boolean) : Boolean = {
locationFollowsSquadLead = follow
LocationFollowsSquadLead
}
def AutoApproveInvitationRequests : Boolean = autoApproveInvitationRequests
def AutoApproveInvitationRequests_=(autoApprove : Boolean) : Boolean = {
autoApproveInvitationRequests = autoApprove
AutoApproveInvitationRequests
}
def Membership : Array[Member] = membership
def Availability : Array[Boolean] = availability
def LeaderPositionIndex : Int = leaderPositionIndex
def LeaderPositionIndex_=(position : Int) : Int = {
if(availability.lift(position).contains(true)) {
leaderPositionIndex = position
}
LeaderPositionIndex
}
def Leader : Member = {
membership(leaderPositionIndex) match {
membership(0) match {
case member if !member.Name.equals("") =>
member
case _ =>
@ -102,9 +61,7 @@ object Squad {
override def ZoneId_=(id : Int) : Int = 0
override def ZoneId_=(id : Option[Int]) : Int = 0
override def Task_=(assignment : String) : String = ""
override def Listed_=(announce : Boolean) : Boolean = false
override def Membership : Array[Member] = Array.empty[Member]
override def Availability : Array[Boolean] = Array.fill[Boolean](10)(false)
override def LeaderPositionIndex_=(position : Int) : Int = 0
}
}

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@ -0,0 +1,154 @@
// Copyright (c) 2019 PSForever
package net.psforever.objects.teamwork
import akka.actor.{Actor, ActorContext, ActorRef, Cancellable, Props}
import net.psforever.objects.DefaultCancellable
import services.teamwork.SquadService.WaypointData
import services.teamwork.SquadSwitchboard
class SquadFeatures(val Squad : Squad) {
/**
* `initialAssociation` per squad is similar to "Does this squad want to recruit members?"
* The squad does not have to be flagged.
* Dispatches an `AssociateWithSquad` `SDAM` to the squad leader and ???
* and then a `SDDUM` that includes at least the squad owner name and char id.
* Dispatched only once when a squad is first listed
* or when the squad leader searches for recruits by proximity or for certain roles or by invite
* or when a spontaneous squad forms,
* whichever happens first.
* Additionally, the packets are also sent when the check is made when the continent is changed (or set).
*/
private var initialAssociation : Boolean = true
/**
* na
*/
private var switchboard : ActorRef = ActorRef.noSender
/**
* Waypoint data.
* The first four slots are used for squad waypoints.
* The fifth slot is used for the squad leader experience waypoint.<br>
* <br>
* All of the waypoints constantly exist as long as the squad to which they are attached exists.
* They are merely "activated" and "deactivated."
* When "activated," the waypoint knows on which continent to appear and where on the map and in the game world to be positioned.
* Waypoints manifest in the game world as a far-off beam of light that extends into the sky
* and whose ground contact utilizes a downwards pulsating arrow.
* On the continental map and deployment map, they appear as a diamond, with a differentiating number where applicable.
* The squad leader experience rally, for example, does not have a number like the preceding four waypoints.
* @see `Start`
*/
private var waypoints : Array[WaypointData] = Array[WaypointData]()
/**
* The particular position being recruited right at the moment.
* When `None`. no highlighted searches have been indicated.
* When a positive integer or 0, indicates distributed `LookingForSquadRoleInvite` messages as recorded by `proxyInvites`.
* Only one position may bne actively recruited at a time in this case.
* When -1, indicates distributed `ProximityIvite` messages as recorded by `proxyInvites`.
* Previous efforts may or may not be forgotten if there is a switch between the two modes.
*/
private var searchForRole : Option[Int] = None
/**
* Handle persistent data related to `ProximityInvite` and `LookingForSquadRoleInvite` messages
*/
private var proxyInvites : List[Long] = Nil
private var requestInvitePrompt : Cancellable = DefaultCancellable.obj
/**
* These useres rejected invitation to this squad.
* For the purposes of wide-searches for membership
* such as Looking For Squad checks and proximity invitation,
* the unique character identifier numbers in this list are skipped.
* Direct invitation requests from the non sqad member should remain functional.
*/
private var refusedPlayers : List[Long] = Nil
private var autoApproveInvitationRequests : Boolean = true
private var locationFollowsSquadLead : Boolean = true
private var listed : Boolean = false
private lazy val channel : String = s"${Squad.Faction}-Squad${Squad.GUID.guid}"
def Start(implicit context : ActorContext) : SquadFeatures = {
switchboard = context.actorOf(Props[SquadSwitchboard], s"squad${Squad.GUID.guid}")
waypoints = Array.fill[WaypointData](5)(new WaypointData())
this
}
def Stop : SquadFeatures = {
switchboard ! akka.actor.PoisonPill
switchboard = Actor.noSender
waypoints = Array.empty
requestInvitePrompt.cancel
this
}
def InitialAssociation : Boolean = initialAssociation
def InitialAssociation_=(assoc : Boolean) : Boolean = {
initialAssociation = assoc
InitialAssociation
}
def Switchboard : ActorRef = switchboard
def Waypoints : Array[WaypointData] = waypoints
def SearchForRole : Option[Int] = searchForRole
def SearchForRole_=(role : Int) : Option[Int] = SearchForRole_=(Some(role))
def SearchForRole_=(role : Option[Int]) : Option[Int] = {
searchForRole = role
SearchForRole
}
def ProxyInvites : List[Long] = proxyInvites
def ProxyInvites_=(list : List[Long]) : List[Long] = {
proxyInvites = list
ProxyInvites
}
def Refuse : List[Long] = refusedPlayers
def Refuse_=(charId : Long) : List[Long] = {
Refuse_=(List(charId))
}
def Refuse_=(list : List[Long]) : List[Long] = {
refusedPlayers = list ++ refusedPlayers
Refuse
}
def LocationFollowsSquadLead : Boolean = locationFollowsSquadLead
def LocationFollowsSquadLead_=(follow : Boolean) : Boolean = {
locationFollowsSquadLead = follow
LocationFollowsSquadLead
}
def AutoApproveInvitationRequests : Boolean = autoApproveInvitationRequests
def AutoApproveInvitationRequests_=(autoApprove : Boolean) : Boolean = {
autoApproveInvitationRequests = autoApprove
AutoApproveInvitationRequests
}
def Listed : Boolean = listed
def Listed_=(announce : Boolean) : Boolean = {
listed = announce
Listed
}
def ToChannel : String = channel
def Prompt : Cancellable = requestInvitePrompt
def Prompt_=(callback: Cancellable) : Cancellable = {
if(requestInvitePrompt.isCancelled) {
requestInvitePrompt = callback
}
Prompt
}
}

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@ -118,7 +118,10 @@ import scodec.codecs._
* `27 - PA_JAMMED - plays jammed buzzing sound`<br>
* `28 - PA_IMPLANT_ACTIVE - Plays implant sounds. Valid values seem to be up to 20.`<br>
* `29 - PA_VAPORIZED - Visible ?! That's not the cloaked effect, Maybe for spectator mode ?. Value is 0 to visible, 1 to invisible.`<br>
* `31 - Info under avatar name : 0 = LFS, 1 = Looking For Squad Members`<br>
* `31 - Looking for Squad info (marquee and ui):<br>
* ` - 0 is LFS`<br>
* ` - 1 is LFSM (Looking for Squad Members)`<br>
* ` - n is the supplemental squad identifier number; same as "LFS;" for the leader, sets "LFSM" after the first manual flagging`<br>
* `32 - Info under avatar name : 0 = Looking For Squad Members, 1 = LFS`<br>
* `35 - BR. Value is the BR`<br>
* `36 - CR. Value is the CR`<br>

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@ -360,6 +360,7 @@ object SquadAction{
* &nbsp;&nbsp;&nbsp;&nbsp;`17` - Set List Squad (ui)<br>
* &nbsp;&nbsp;&nbsp;&nbsp;`18` - UNKNOWN<br>
* &nbsp;&nbsp;&nbsp;&nbsp;`26` - Reset All<br>
* &nbsp;&nbsp;&nbsp;&nbsp;`32` - UNKNOWN<br>
* &nbsp;&nbsp;&nbsp;&nbsp;`35` - Cancel Squad Search<br>
* &nbsp;&nbsp;&nbsp;&nbsp;`39` - No Squad Search Results<br>
* &nbsp;&nbsp;&nbsp;&nbsp;`41` - Cancel Find<br>

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@ -3,11 +3,14 @@ package services.teamwork
import net.psforever.objects.zones.Zone
import net.psforever.packet.game._
import net.psforever.types.{SquadRequestType, Vector3}
import net.psforever.types.{PlanetSideEmpire, SquadRequestType, Vector3}
object SquadAction {
trait Action
final case class InitSquadList() extends Action
final case class InitCharId() extends Action
final case class Definition(guid : PlanetSideGUID, line : Int, action : SquadAction) extends Action
final case class Membership(request_type : SquadRequestType.Value, unk2 : Long, unk3 : Option[Long], player_name : String, unk5 : Option[Option[String]]) extends Action
final case class Waypoint(event_type : WaypointEventAction.Value, waypoint_type : Int, unk : Option[Long], waypoint_info : Option[WaypointInfo]) extends Action

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@ -20,8 +20,8 @@ object SquadResponse {
final case class Membership(request_type : SquadResponseType.Value, unk1 : Int, unk2 : Int, unk3 : Long, unk4 : Option[Long], player_name : String, unk5 : Boolean, unk6 : Option[Option[String]]) extends Response //see SquadMembershipResponse
final case class Invite(from_char_id : Long, to_char_id : Long, name : String) extends Response
final case class WantsSquadPosition(bid_name : String) extends Response
final case class Join(squad : Squad, positionsToUpdate : List[Int]) extends Response
final case class WantsSquadPosition(leader_char_id : Long, bid_name : String) extends Response
final case class Join(squad : Squad, positionsToUpdate : List[Int], channel : String) extends Response
final case class Leave(squad : Squad, positionsToUpdate : List[(Long, Int)]) extends Response
final case class UpdateMembers(squad : Squad, update_info : List[SquadAction.Update]) extends Response
final case class AssignMember(squad : Squad, from_index : Int, to_index : Int) extends Response

File diff suppressed because it is too large Load diff

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@ -1,7 +1,14 @@
// Copyright (c) 2019 PSForever
package services.teamwork
import net.psforever.packet.game.SquadInfo
import services.GenericEventBusMsg
final case class SquadServiceResponse(toChannel : String, response : SquadResponse.Response) extends GenericEventBusMsg
final case class SquadServiceResponse(toChannel : String, exclude : Iterable[Long], response : SquadResponse.Response) extends GenericEventBusMsg
object SquadServiceResponse {
def apply(toChannel : String, response : SquadResponse.Response) : SquadServiceResponse =
SquadServiceResponse(toChannel, Nil, response)
def apply(toChannel : String, exclude : Long, response : SquadResponse.Response) : SquadServiceResponse =
SquadServiceResponse(toChannel, Seq(exclude), response)
}

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@ -101,6 +101,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
var whenUsedLastKit : Long = 0
val projectiles : Array[Option[Projectile]] = Array.fill[Option[Projectile]](Projectile.RangeUID - Projectile.BaseUID)(None)
var drawDeloyableIcon : PlanetSideGameObject with Deployable => Unit = RedrawDeployableIcons
var updateSquad : () => Unit = NoSquadUpdates
var recentTeleportAttempt : Long = 0
var lastTerminalOrderFulfillment : Boolean = true /**
* used during zone transfers to maintain reference to seated vehicle (which does not yet exist in the new zone)
@ -118,12 +119,18 @@ class WorldSessionActor extends Actor with MDCContextAware {
*/
var interstellarFerryTopLevelGUID : Option[PlanetSideGUID] = None
val squadUI : LongMap[SquadUIElement] = new LongMap[SquadUIElement]()
val squad_supplement_id : Int = 11
/**
* `AvatarConverter` can only rely on the `Avatar`-local Looking For Squad variable.
* When joining or creating a squad, the original state of the avatar's LFS variable is stored here.
* Upon leaving or disbanding a squad, this value is restored to the avatar's LFS variable.
* When joining or creating a squad, the original state of the avatar's local LFS variable is blanked.
* This `WSA`-local variable is then used to indicate the ongoing state of the LFS UI component,
* now called "Looking for Squad Member."
* Upon leaving or disbanding a squad, this value is made false.
* Control switching between the `Avatar`-local and the `WSA`-local variable is contingent on `squadUI` being populated.
*/
var lfs : Boolean = false
var squadChannel : Option[String] = None
var squadSetup : () => Unit = FirstTimeSquadSetup
var amsSpawnPoints : List[SpawnPoint] = Nil
var clientKeepAlive : Cancellable = DefaultCancellable.obj
@ -168,9 +175,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
) ++ player.Inventory.Items)
.filterNot({ case InventoryItem(obj, _) => obj.isInstanceOf[BoomerTrigger] || obj.isInstanceOf[Telepad] })
//put any temporary value back into the avatar
if(squadUI.nonEmpty) {
avatar.LFS = lfs
}
//TODO final character save before doing any of this (use equipment)
continent.Population ! Zone.Population.Release(avatar)
if(player.isAlive) {
@ -356,216 +360,221 @@ class WorldSessionActor extends Actor with MDCContextAware {
case VehicleServiceResponse(toChannel, guid, reply) =>
HandleVehicleServiceResponse(toChannel, guid, reply)
case SquadServiceResponse(toChannel, response) =>
response match {
case SquadResponse.ListSquadFavorite(line, task) =>
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), line, SquadAction.ListSquadFavorite(task)))
case SquadServiceResponse(_, excluded, response) =>
if(!excluded.exists(_ == avatar.CharId)) {
response match {
case SquadResponse.ListSquadFavorite(line, task) =>
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), line, SquadAction.ListSquadFavorite(task)))
case SquadResponse.InitList(infos) if infos.nonEmpty =>
sendResponse(ReplicationStreamMessage(infos))
case SquadResponse.InitList(infos) =>
sendResponse(ReplicationStreamMessage(infos))
case SquadResponse.UpdateList(infos) if infos.nonEmpty =>
val o = ReplicationStreamMessage(6, None,
infos.map { case (index, squadInfo) =>
SquadListing(index, squadInfo)
}.toVector
)
sendResponse(
ReplicationStreamMessage(6, None,
infos.map { case (index, squadInfo) =>
SquadListing(index, squadInfo)
}.toVector
)
)
case SquadResponse.RemoveFromList(infos) if infos.nonEmpty =>
sendResponse(
ReplicationStreamMessage(1, None,
infos.map { index =>
SquadListing(index, None)
}.toVector
)
)
case SquadResponse.Detail(guid, detail) =>
sendResponse(SquadDetailDefinitionUpdateMessage(guid, detail))
case SquadResponse.AssociateWithSquad(squad_guid) =>
sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.AssociateWithSquad()))
case SquadResponse.SetListSquad(squad_guid) =>
sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.SetListSquad()))
case SquadResponse.Unknown17(squad, char_id) =>
sendResponse(
SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(33))
)
case SquadResponse.Membership(request_type, unk1, unk2, char_id, opt_char_id, player_name, unk5, unk6) =>
val name = request_type match {
case SquadResponseType.Invite if unk5 =>
//player_name is our name; the name of the player indicated by unk3 is needed
LivePlayerList.WorldPopulation({ case (_, a : Avatar) => char_id == a.CharId }).headOption match {
case Some(player) =>
player.name
case None =>
player_name
}
case _ =>
player_name
}
sendResponse(SquadMembershipResponse(request_type, unk1, unk2, char_id, opt_char_id, name, unk5, unk6))
case SquadResponse.Invite(from_char_id, to_char_id, name) =>
sendResponse(SquadMembershipResponse(SquadResponseType.Invite, 0, 0, from_char_id, Some(to_char_id), s"$name", false, Some(None)))
case SquadResponse.WantsSquadPosition(name : String) =>
sendResponse(
ChatMsg(
ChatMessageType.CMT_TELL, true, "",
s"\\#6[SQUAD] \\#3$name\\#6 would like to join your squad. (respond with \\#3/accept\\#6 or \\#3/reject\\#6)",
None
)
)
case SquadResponse.Join(squad, positionsToUpdate) =>
val leader = squad.Leader
val id = 11
val membershipPositions = squad.Membership
.zipWithIndex
.filter { case (_, index ) => positionsToUpdate.contains(index) }
membershipPositions.find({ case(member, _) => member.CharId == avatar.CharId }) match {
case Some((ourMember, ourIndex)) =>
//we are joining the squad
//load each member's entry (our own too)
membershipPositions.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Add(id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
}
//initialization
sendResponse(SquadMemberEvent.Add(id, ourMember.CharId, ourIndex, ourMember.Name, ourMember.ZoneId, unk7 = 0)) //repeat of our entry
sendResponse(PlanetsideAttributeMessage(player.GUID, 31, id)) //associate with squad?
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourIndex)) //associate with member position in squad?
//a finalization? what does this do?
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
//lfs state management (always OFF)
if(avatar.LFS) {
lfs = avatar.LFS
avatar.LFS = false
sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 0))
}
case _ =>
//other player is joining our squad
//load each member's entry
membershipPositions.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Add(id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
}
}
//send an initial dummy update for map icon(s)
sendResponse(SquadState(PlanetSideGUID(id),
membershipPositions
.filterNot { case (member, _) => member.CharId == avatar.CharId }
.map{ case (member, _) => SquadStateInfo(member.CharId, member.Health, member.Armor, member.Position, 2,2, false, 429, None,None) }
.toList
))
log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
case SquadResponse.Leave(_, positionsToUpdate) =>
val id = 11
positionsToUpdate.find({ case(member, _) => member == avatar.CharId }) match {
case Some((ourMember, ourIndex)) =>
//we are leaving the squad
//remove each member's entry (our own too)
positionsToUpdate.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Remove(id, member, index))
squadUI.remove(member)
}
//uninitialize
sendResponse(SquadMemberEvent.Remove(id, ourMember, ourIndex)) //repeat of our entry
sendResponse(PlanetsideAttributeMessage(player.GUID, 31, 0)) //disassociate with squad?
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, 0)) //disassociate with member position in squad?
sendResponse(PlanetsideAttributeMessage(player.GUID, 34, 4294967295L)) //unknown, perhaps unrelated?
//a finalization? what does this do?
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
//lfs state management (maybe ON)
if(lfs) {
avatar.LFS = lfs
sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 1))
lfs = false
}
case _ =>
//remove each member's entry
positionsToUpdate.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Remove(id, member, index))
squadUI.remove(member)
}
log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
}
case SquadResponse.UpdateMembers(squad, positions) =>
import services.teamwork.SquadAction.{Update => SAUpdate}
val id = 11
val pairedEntries = positions.collect {
case entry if squadUI.contains(entry.char_id) =>
(entry, squadUI(entry.char_id))
}
//prune entries
val updatedEntries = pairedEntries
.collect({
case (entry, element) if entry.zone_number != element.zone =>
//zone gets updated for these entries
sendResponse(SquadMemberEvent.UpdateZone(11, entry.char_id, element.index, entry.zone_number))
squadUI(entry.char_id) = SquadUIElement(element.name, element.index, entry.zone_number, entry.health, entry.armor, entry.pos)
entry
case (entry, element) if entry.health != element.health || entry.armor != element.armor || entry.pos != element.position =>
//other elements that need to be updated
squadUI(entry.char_id) = SquadUIElement(element.name, element.index, entry.zone_number, entry.health, entry.armor, entry.pos)
entry
})
.filterNot(_.char_id == avatar.CharId) //we want to update our backend, but not our frontend
if(updatedEntries.nonEmpty) {
case SquadResponse.UpdateList(infos) if infos.nonEmpty =>
sendResponse(
SquadState(
PlanetSideGUID(id),
updatedEntries.map { entry => SquadStateInfo(entry.char_id, entry.health, entry.armor, entry.pos, 2,2, false, 429, None,None)}
ReplicationStreamMessage(6, None,
infos.map { case (index, squadInfo) =>
SquadListing(index, squadInfo)
}.toVector
)
)
}
case SquadResponse.AssignMember(squad, from_index, to_index) =>
//we've already swapped position internally; now we swap the cards
SwapSquadUIElements(squad, from_index, to_index)
log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
case SquadResponse.RemoveFromList(infos) if infos.nonEmpty =>
sendResponse(
ReplicationStreamMessage(1, None,
infos.map { index =>
SquadListing(index, None)
}.toVector
)
)
case SquadResponse.PromoteMember(squad, char_id, from_index, to_index) =>
//promotion will swap cards visually, but we must fix the backend
val id = 11
sendResponse(SquadMemberEvent.Promote(id, char_id))
SwapSquadUIElements(squad, from_index, to_index)
log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
case SquadResponse.Detail(guid, detail) =>
sendResponse(SquadDetailDefinitionUpdateMessage(guid, detail))
case SquadResponse.SquadSearchResults() =>
//I don't actually know how to return search results
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.NoSquadSearchResults()))
case SquadResponse.AssociateWithSquad(squad_guid) =>
sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.AssociateWithSquad()))
case SquadResponse.InitWaypoints(char_id, waypoints) =>
val id = 11
StartBundlingPackets()
waypoints.foreach { case (waypoint_type, info, unk) =>
sendResponse(SquadWaypointEvent.Add(id, char_id, waypoint_type, WaypointEvent(info.zone_number, info.pos, unk)))
}
StopBundlingPackets()
case SquadResponse.SetListSquad(squad_guid) =>
sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.SetListSquad()))
case SquadResponse.WaypointEvent(WaypointEventAction.Add, char_id, waypoint_type, _, Some(info), unk) =>
val id = 11
sendResponse(SquadWaypointEvent.Add(id, char_id, waypoint_type, WaypointEvent(info.zone_number, info.pos, unk)))
case SquadResponse.Unknown17(squad, char_id) =>
sendResponse(
SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(33))
)
case SquadResponse.WaypointEvent(WaypointEventAction.Remove, char_id, waypoint_type, _, _, _) =>
val id = 11
sendResponse(SquadWaypointEvent.Remove(id, char_id, waypoint_type))
case SquadResponse.Membership(request_type, unk1, unk2, char_id, opt_char_id, player_name, unk5, unk6) =>
val name = request_type match {
case SquadResponseType.Invite if unk5 =>
//player_name is our name; the name of the player indicated by unk3 is needed
LivePlayerList.WorldPopulation({ case (_, a : Avatar) => char_id == a.CharId }).headOption match {
case Some(player) =>
player.name
case None =>
player_name
}
case _ =>
player_name
}
sendResponse(SquadMembershipResponse(request_type, unk1, unk2, char_id, opt_char_id, name, unk5, unk6))
case _ => ;
case SquadResponse.Invite(from_char_id, to_char_id, name) =>
sendResponse(SquadMembershipResponse(SquadResponseType.Invite, 0, 0, from_char_id, Some(to_char_id), s"$name", false, Some(None)))
case SquadResponse.WantsSquadPosition(_, name) =>
sendResponse(
ChatMsg(
ChatMessageType.CMT_SQUAD, true, name,
s"\\#6 would like to join your squad. (respond with \\#3/accept\\#6 or \\#3/reject\\#6)",
None
)
)
case SquadResponse.Join(squad, positionsToUpdate, toChannel) =>
val leader = squad.Leader
val membershipPositions = squad.Membership
.zipWithIndex
.filter { case (_, index ) => positionsToUpdate.contains(index) }
membershipPositions.find({ case(member, _) => member.CharId == avatar.CharId }) match {
case Some((ourMember, ourIndex)) =>
//we are joining the squad
//load each member's entry (our own too)
membershipPositions.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
}
//repeat our entry
sendResponse(SquadMemberEvent.Add(squad_supplement_id, ourMember.CharId, ourIndex, ourMember.Name, ourMember.ZoneId, unk7 = 0)) //repeat of our entry
//turn lfs off
val factionOnContinentChannel = s"${continent.Id}/${player.Faction}"
if(avatar.LFS) {
avatar.LFS = false
sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 0))
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
}
//squad colors
sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 31, squad_supplement_id))
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourIndex)) //associate with member position in squad
//a finalization? what does this do?
sendResponse(SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(18)))
updateSquad = UpdatesWhenEnrolledInSquad
squadChannel = Some(toChannel)
case _ =>
//other player is joining our squad
//load each member's entry
membershipPositions.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
}
}
//send an initial dummy update for map icon(s)
sendResponse(SquadState(PlanetSideGUID(squad_supplement_id),
membershipPositions
.filterNot { case (member, _) => member.CharId == avatar.CharId }
.map{ case (member, _) => SquadStateInfo(member.CharId, member.Health, member.Armor, member.Position, 2,2, false, 429, None,None) }
.toList
))
case SquadResponse.Leave(squad, positionsToUpdate) =>
positionsToUpdate.find({ case(member, _) => member == avatar.CharId }) match {
case Some((ourMember, ourIndex)) =>
//we are leaving the squad
//remove each member's entry (our own too)
positionsToUpdate.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Remove(squad_supplement_id, member, index))
squadUI.remove(member)
}
//uninitialize
sendResponse(SquadMemberEvent.Remove(squad_supplement_id, ourMember, ourIndex)) //repeat of our entry
sendResponse(PlanetsideAttributeMessage(player.GUID, 31, 0)) //disassociate with squad?
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, 0)) //disassociate with member position in squad?
sendResponse(PlanetsideAttributeMessage(player.GUID, 34, 4294967295L)) //unknown, perhaps unrelated?
lfs = false
//a finalization? what does this do?
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
updateSquad = NoSquadUpdates
squadChannel = None
case _ =>
//remove each member's entry
positionsToUpdate.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Remove(squad_supplement_id, member, index))
squadUI.remove(member)
}
}
case SquadResponse.AssignMember(squad, from_index, to_index) =>
//we've already swapped position internally; now we swap the cards
SwapSquadUIElements(squad, from_index, to_index)
case SquadResponse.PromoteMember(squad, char_id, from_index, to_index) =>
val charId = player.CharId
val guid = player.GUID
lazy val factionOnContinentChannel = s"${continent.Id}/${player.Faction}"
//are we being demoted?
if(squadUI(charId).index == 0) {
//lfsm -> lfs
if(lfs) {
sendResponse(PlanetsideAttributeMessage(guid, 53, 0))
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(guid, 53, 0))
}
lfs = false
sendResponse(PlanetsideAttributeMessage(guid, 32, from_index)) //associate with member position in squad
}
//are we being promoted?
else if(charId == char_id) {
sendResponse(PlanetsideAttributeMessage(guid, 32, 0)) //associate with member position in squad
}
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(guid, 31, squad_supplement_id))
//we must fix the squad cards backend
SwapSquadUIElements(squad, from_index, to_index)
case SquadResponse.UpdateMembers(squad, positions) =>
import services.teamwork.SquadAction.{Update => SAUpdate}
val pairedEntries = positions.collect {
case entry if squadUI.contains(entry.char_id) =>
(entry, squadUI(entry.char_id))
}
//prune entries
val updatedEntries = pairedEntries
.collect({
case (entry, element) if entry.zone_number != element.zone =>
//zone gets updated for these entries
sendResponse(SquadMemberEvent.UpdateZone(squad_supplement_id, entry.char_id, element.index, entry.zone_number))
squadUI(entry.char_id) = SquadUIElement(element.name, element.index, entry.zone_number, entry.health, entry.armor, entry.pos)
entry
case (entry, element) if entry.health != element.health || entry.armor != element.armor || entry.pos != element.position =>
//other elements that need to be updated
squadUI(entry.char_id) = SquadUIElement(element.name, element.index, entry.zone_number, entry.health, entry.armor, entry.pos)
entry
})
.filterNot(_.char_id == avatar.CharId) //we want to update our backend, but not our frontend
if(updatedEntries.nonEmpty) {
sendResponse(
SquadState(
PlanetSideGUID(squad_supplement_id),
updatedEntries.map { entry => SquadStateInfo(entry.char_id, entry.health, entry.armor, entry.pos, 2,2, false, 429, None,None)}
)
)
}
case SquadResponse.SquadSearchResults() =>
//I don't actually know how to return search results
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.NoSquadSearchResults()))
case SquadResponse.InitWaypoints(char_id, waypoints) =>
StartBundlingPackets()
waypoints.foreach { case (waypoint_type, info, unk) =>
sendResponse(SquadWaypointEvent.Add(squad_supplement_id, char_id, waypoint_type, WaypointEvent(info.zone_number, info.pos, unk)))
}
StopBundlingPackets()
case SquadResponse.WaypointEvent(WaypointEventAction.Add, char_id, waypoint_type, _, Some(info), unk) =>
sendResponse(SquadWaypointEvent.Add(squad_supplement_id, char_id, waypoint_type, WaypointEvent(info.zone_number, info.pos, unk)))
case SquadResponse.WaypointEvent(WaypointEventAction.Remove, char_id, waypoint_type, _, _, _) =>
sendResponse(SquadWaypointEvent.Remove(squad_supplement_id, char_id, waypoint_type))
case _ => ;
}
}
case Deployment.CanDeploy(obj, state) =>
@ -1040,6 +1049,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
galaxyService ! Service.Join(s"${avatar.faction}") //for hotspots
squadService ! Service.Join(s"${avatar.faction}") //channel will be player.Faction
squadService ! Service.Join(s"${avatar.CharId}") //channel will be player.CharId (in order to work with packets)
squadService ! Service.Join(s"${avatar.faction}") //channel will be player.Faction
cluster ! InterstellarCluster.GetWorld("home3")
case InterstellarCluster.GiveWorld(zoneId, zone) =>
@ -3034,7 +3044,15 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(SetChatFilterMessage(ChatChannel.Local, false, ChatChannel.values.toList)) //TODO will not always be "on" like this
deadState = DeadState.Alive
sendResponse(AvatarDeadStateMessage(DeadState.Alive, 0, 0, tplayer.Position, player.Faction, true))
sendResponse(PlanetsideAttributeMessage(guid, 53, tplayer.LFS))
//looking for squad (members)
if(squadUI.nonEmpty && squadUI(avatar.CharId).index == 0) {
sendResponse(PlanetsideAttributeMessage(guid, 31, 1))
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(guid, 31, 1))
}
if(tplayer.LFS || lfs) {
sendResponse(PlanetsideAttributeMessage(guid, 53, 1))
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(guid, 53, 1))
}
sendResponse(AvatarSearchCriteriaMessage(guid, List(0, 0, 0, 0, 0, 0)))
(1 to 73).foreach(i => {
// not all GUID's are set, and not all of the set ones will always be zero; what does this section do?
@ -3047,14 +3065,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
//AvatarAwardMessage
//DisplayAwardMessage
sendResponse(PlanetsideStringAttributeMessage(guid, 0, "Outfit Name"))
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(6)))
(0 to 9).foreach(line => {
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), line, SquadAction.ListSquadFavorite("")))
})
sendResponse(SquadDetailDefinitionUpdateMessage.Init)
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0,SquadAction.AssociateWithSquad()))
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0,SquadAction.SetListSquad()))
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0,SquadAction.Unknown(18)))
//squad stuff (loadouts, assignment)
squadSetup()
//MapObjectStateBlockMessage and ObjectCreateMessage?
//TacticsMessage?
//change the owner on our deployables (re-draw the icons for our deployables too)
@ -3089,7 +3101,30 @@ class WorldSessionActor extends Actor with MDCContextAware {
interstellarFerryTopLevelGUID = None
case _ => ;
}
squadService ! Service.Join(s"${avatar.faction}") //channel will be player.Faction
}
def FirstTimeSquadSetup() : Unit = {
sendResponse(SquadDetailDefinitionUpdateMessage.Init)
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(6)))
//only need to load these once
avatar.SquadLoadouts.Loadouts.foreach {
case (index, loadout : SquadLoadout) =>
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), index, SquadAction.ListSquadFavorite(loadout.task)))
}
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.AssociateWithSquad()))
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.SetListSquad()))
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
squadService ! SquadServiceMessage(player, continent, SquadServiceAction.InitSquadList())
squadService ! SquadServiceMessage(player, continent, SquadServiceAction.InitCharId())
squadSetup = SubsequentSpawnSquadSetup
}
def SubsequentSpawnSquadSetup() : Unit = {
if(squadUI.nonEmpty) {
//sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
val (_, ourCard) = squadUI.find { case (id, card) => id == player.CharId }.get
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourCard.index))
}
}
def handleControlPkt(pkt : PlanetSideControlPacket) = {
@ -3503,23 +3538,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
case msg @ PlayerStateMessageUpstream(avatar_guid, pos, vel, yaw, pitch, yaw_upper, seq_time, unk3, is_crouching, is_jumping, unk4, is_cloaking, unk5, unk6) =>
if(deadState == DeadState.Alive) {
if(!player.Crouching && is_crouching) { //SQUAD TESTING CODE
sendResponse(
CharacterKnowledgeMessage(
41577140L,
CharacterKnowledgeInfo(
"Degrado",
Set(
CertificationType.StandardAssault,
CertificationType.AgileExoSuit,
CertificationType.StandardExoSuit
),
37,
5,
PlanetSideGUID(7)
)
)
)
sendResponse(SquadInvitationRequestMessage(PlanetSideGUID(1), 4, 41577140L, "Degrado"))
//...
}
player.Position = pos
player.Velocity = vel
@ -3562,7 +3581,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
case None => false
}
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlayerState(avatar_guid, msg, spectator, wepInHand))
//squadService ! SquadServiceMessage(tplayer, continent, SquadAction.Update(tplayer.CharId, tplayer.Health, tplayer.MaxHealth, tplayer.Armor, tplayer.MaxArmor, pos, zone.Number))
updateSquad()
}
case msg @ ChildObjectStateMessage(object_guid, pitch, yaw) =>
@ -3603,6 +3622,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.VehicleState(player.GUID, vehicle_guid, unk1, pos, ang, vel, flight, unk6, unk7, wheels, unk9, unkA))
}
//vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.VehicleState(player.GUID, vehicle_guid, unk1, pos, ang, vel, flight, unk6, unk7, wheels, unk9, unkA))
updateSquad()
case (None, _) =>
//log.error(s"VehicleState: no vehicle $vehicle_guid found in zone")
//TODO placing a "not driving" warning here may trigger as we are disembarking the vehicle
@ -4704,24 +4725,28 @@ class WorldSessionActor extends Actor with MDCContextAware {
log.info(s"GenericObject: $player is MAX with an unexpected weapon - ${definition.Name}")
}
}
else if(action == 37) { //Looking For Squad OFF
if(squadUI.nonEmpty) {
lfs = false
}
else if(avatar.LFS) {
avatar.LFS = false
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
log.info(s"GenericObject: ${player.Name} is no longer looking for a squad to join")
}
}
else if(action == 36) { //Looking For Squad ON
if(squadUI.nonEmpty) {
lfs = true
if(!lfs && squadUI(player.CharId).index == 0) {
lfs = true
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
}
}
else if(!avatar.LFS) {
avatar.LFS = true
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
log.info(s"GenericObject: ${player.Name} has made himself available to join a squad")
}
}
else if(action == 37) { //Looking For Squad OFF
if(squadUI.nonEmpty) {
if(lfs && squadUI(player.CharId).index == 0) {
lfs = false
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
}
}
else if(avatar.LFS) {
avatar.LFS = false
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
}
}
@ -9185,17 +9210,15 @@ class WorldSessionActor extends Actor with MDCContextAware {
def SwapSquadUIElements(squad : Squad, fromIndex : Int, toIndex : Int) : Unit = {
if(squadUI.nonEmpty) {
val fromMember = squad.Membership(fromIndex)
val fromMember = squad.Membership(toIndex) //the players have already been swapped in the backend object
val fromCharId = fromMember.CharId
val toMember = squad.Membership(toIndex)
val toMember = squad.Membership(fromIndex) //the players have already been swapped in the backend object
val toCharId = toMember.CharId
val id = 11
if(fromCharId > 0) {
if(toCharId > 0) {
//toMember and fromMember have swapped places
val fromElem = squadUI(fromCharId)
val toElem = squadUI(toCharId)
sendResponse(SquadMemberEvent.Remove(id, toCharId, fromIndex))
sendResponse(SquadMemberEvent.Remove(id, fromCharId, toIndex))
squadUI(toCharId) = SquadUIElement(fromElem.name, toIndex, fromElem.zone, fromElem.health, fromElem.armor, fromElem.position)
squadUI(fromCharId) = SquadUIElement(toElem.name, fromIndex, toElem.zone, toElem.health, toElem.armor, toElem.position)
sendResponse(SquadMemberEvent.Add(id, toCharId, toIndex, fromElem.name, fromElem.zone, unk7 = 0))
@ -9212,14 +9235,14 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
else {
//previous fromMember has moved toMember
val elem = squadUI(toCharId)
sendResponse(SquadMemberEvent.Remove(id, toCharId, fromIndex))
squadUI(toCharId) = SquadUIElement(elem.name, toIndex, elem.zone, elem.health, elem.armor, elem.position)
sendResponse(SquadMemberEvent.Add(id, toCharId, toIndex, elem.name, elem.zone, unk7 = 0))
val elem = squadUI(fromCharId)
squadUI(fromCharId) = SquadUIElement(elem.name, toIndex, elem.zone, elem.health, elem.armor, elem.position)
sendResponse(SquadMemberEvent.Remove(id, fromCharId, fromIndex))
sendResponse(SquadMemberEvent.Add(id, fromCharId, toIndex, elem.name, elem.zone, unk7 = 0))
sendResponse(
SquadState(
PlanetSideGUID(id),
List(SquadStateInfo(toCharId, elem.health, elem.armor, elem.position, 2, 2, false, 429, None, None))
List(SquadStateInfo(fromCharId, elem.health, elem.armor, elem.position, 2, 2, false, 429, None, None))
)
)
}
@ -9233,6 +9256,23 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
}
def NoSquadUpdates() : Unit = { }
def UpdatesWhenEnrolledInSquad() : Unit = {
squadService ! SquadServiceMessage(
player,
continent,
continent.GUID(player.VehicleSeated) match {
case Some(vehicle : Vehicle) =>
SquadServiceAction.Update(player.CharId, vehicle.Health, vehicle.MaxHealth, vehicle.Shields, vehicle.MaxShields, vehicle.Position, continent.Number)
case Some(obj : PlanetSideGameObject with WeaponTurret) =>
SquadServiceAction.Update(player.CharId, obj.Health, obj.MaxHealth, 0, 0, obj.Position, continent.Number)
case _ =>
SquadServiceAction.Update(player.CharId, player.Health, player.MaxHealth, player.Armor, player.MaxArmor, player.Position, continent.Number)
}
)
}
def failWithError(error : String) = {
log.error(error)
sendResponse(ConnectionClose())