mirror of
https://github.com/2revoemag/PSF-BotServer.git
synced 2026-03-26 15:29:09 +00:00
too much to itemize; still getting squads working, more or less
This commit is contained in:
parent
3e631657b8
commit
2a93e6a8be
10 changed files with 2481 additions and 1491 deletions
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@ -101,6 +101,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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var whenUsedLastKit : Long = 0
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val projectiles : Array[Option[Projectile]] = Array.fill[Option[Projectile]](Projectile.RangeUID - Projectile.BaseUID)(None)
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var drawDeloyableIcon : PlanetSideGameObject with Deployable => Unit = RedrawDeployableIcons
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var updateSquad : () => Unit = NoSquadUpdates
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var recentTeleportAttempt : Long = 0
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var lastTerminalOrderFulfillment : Boolean = true /**
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* used during zone transfers to maintain reference to seated vehicle (which does not yet exist in the new zone)
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@ -118,12 +119,18 @@ class WorldSessionActor extends Actor with MDCContextAware {
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*/
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var interstellarFerryTopLevelGUID : Option[PlanetSideGUID] = None
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val squadUI : LongMap[SquadUIElement] = new LongMap[SquadUIElement]()
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val squad_supplement_id : Int = 11
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/**
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* `AvatarConverter` can only rely on the `Avatar`-local Looking For Squad variable.
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* When joining or creating a squad, the original state of the avatar's LFS variable is stored here.
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* Upon leaving or disbanding a squad, this value is restored to the avatar's LFS variable.
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* When joining or creating a squad, the original state of the avatar's local LFS variable is blanked.
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* This `WSA`-local variable is then used to indicate the ongoing state of the LFS UI component,
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* now called "Looking for Squad Member."
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* Upon leaving or disbanding a squad, this value is made false.
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* Control switching between the `Avatar`-local and the `WSA`-local variable is contingent on `squadUI` being populated.
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*/
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var lfs : Boolean = false
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var squadChannel : Option[String] = None
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var squadSetup : () => Unit = FirstTimeSquadSetup
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var amsSpawnPoints : List[SpawnPoint] = Nil
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var clientKeepAlive : Cancellable = DefaultCancellable.obj
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@ -168,9 +175,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
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) ++ player.Inventory.Items)
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.filterNot({ case InventoryItem(obj, _) => obj.isInstanceOf[BoomerTrigger] || obj.isInstanceOf[Telepad] })
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//put any temporary value back into the avatar
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if(squadUI.nonEmpty) {
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avatar.LFS = lfs
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}
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//TODO final character save before doing any of this (use equipment)
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continent.Population ! Zone.Population.Release(avatar)
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if(player.isAlive) {
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@ -356,216 +360,221 @@ class WorldSessionActor extends Actor with MDCContextAware {
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case VehicleServiceResponse(toChannel, guid, reply) =>
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HandleVehicleServiceResponse(toChannel, guid, reply)
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case SquadServiceResponse(toChannel, response) =>
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response match {
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case SquadResponse.ListSquadFavorite(line, task) =>
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sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), line, SquadAction.ListSquadFavorite(task)))
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case SquadServiceResponse(_, excluded, response) =>
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if(!excluded.exists(_ == avatar.CharId)) {
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response match {
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case SquadResponse.ListSquadFavorite(line, task) =>
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sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), line, SquadAction.ListSquadFavorite(task)))
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case SquadResponse.InitList(infos) if infos.nonEmpty =>
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sendResponse(ReplicationStreamMessage(infos))
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case SquadResponse.InitList(infos) =>
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sendResponse(ReplicationStreamMessage(infos))
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case SquadResponse.UpdateList(infos) if infos.nonEmpty =>
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val o = ReplicationStreamMessage(6, None,
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infos.map { case (index, squadInfo) =>
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SquadListing(index, squadInfo)
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}.toVector
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)
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sendResponse(
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ReplicationStreamMessage(6, None,
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infos.map { case (index, squadInfo) =>
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SquadListing(index, squadInfo)
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}.toVector
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)
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)
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case SquadResponse.RemoveFromList(infos) if infos.nonEmpty =>
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sendResponse(
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ReplicationStreamMessage(1, None,
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infos.map { index =>
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SquadListing(index, None)
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}.toVector
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)
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)
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case SquadResponse.Detail(guid, detail) =>
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sendResponse(SquadDetailDefinitionUpdateMessage(guid, detail))
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case SquadResponse.AssociateWithSquad(squad_guid) =>
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sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.AssociateWithSquad()))
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case SquadResponse.SetListSquad(squad_guid) =>
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sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.SetListSquad()))
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case SquadResponse.Unknown17(squad, char_id) =>
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sendResponse(
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SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(33))
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)
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case SquadResponse.Membership(request_type, unk1, unk2, char_id, opt_char_id, player_name, unk5, unk6) =>
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val name = request_type match {
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case SquadResponseType.Invite if unk5 =>
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//player_name is our name; the name of the player indicated by unk3 is needed
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LivePlayerList.WorldPopulation({ case (_, a : Avatar) => char_id == a.CharId }).headOption match {
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case Some(player) =>
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player.name
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case None =>
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player_name
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}
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case _ =>
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player_name
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}
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sendResponse(SquadMembershipResponse(request_type, unk1, unk2, char_id, opt_char_id, name, unk5, unk6))
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case SquadResponse.Invite(from_char_id, to_char_id, name) =>
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sendResponse(SquadMembershipResponse(SquadResponseType.Invite, 0, 0, from_char_id, Some(to_char_id), s"$name", false, Some(None)))
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case SquadResponse.WantsSquadPosition(name : String) =>
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sendResponse(
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ChatMsg(
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ChatMessageType.CMT_TELL, true, "",
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s"\\#6[SQUAD] \\#3$name\\#6 would like to join your squad. (respond with \\#3/accept\\#6 or \\#3/reject\\#6)",
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None
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)
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)
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case SquadResponse.Join(squad, positionsToUpdate) =>
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val leader = squad.Leader
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val id = 11
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val membershipPositions = squad.Membership
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.zipWithIndex
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.filter { case (_, index ) => positionsToUpdate.contains(index) }
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membershipPositions.find({ case(member, _) => member.CharId == avatar.CharId }) match {
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case Some((ourMember, ourIndex)) =>
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//we are joining the squad
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//load each member's entry (our own too)
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membershipPositions.foreach { case(member, index) =>
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sendResponse(SquadMemberEvent.Add(id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
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squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
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}
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//initialization
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sendResponse(SquadMemberEvent.Add(id, ourMember.CharId, ourIndex, ourMember.Name, ourMember.ZoneId, unk7 = 0)) //repeat of our entry
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sendResponse(PlanetsideAttributeMessage(player.GUID, 31, id)) //associate with squad?
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sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourIndex)) //associate with member position in squad?
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//a finalization? what does this do?
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sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
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//lfs state management (always OFF)
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if(avatar.LFS) {
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lfs = avatar.LFS
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avatar.LFS = false
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sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 0))
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}
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case _ =>
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//other player is joining our squad
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//load each member's entry
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membershipPositions.foreach { case(member, index) =>
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sendResponse(SquadMemberEvent.Add(id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
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squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
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}
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}
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//send an initial dummy update for map icon(s)
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sendResponse(SquadState(PlanetSideGUID(id),
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membershipPositions
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.filterNot { case (member, _) => member.CharId == avatar.CharId }
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.map{ case (member, _) => SquadStateInfo(member.CharId, member.Health, member.Armor, member.Position, 2,2, false, 429, None,None) }
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.toList
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))
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log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
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case SquadResponse.Leave(_, positionsToUpdate) =>
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val id = 11
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positionsToUpdate.find({ case(member, _) => member == avatar.CharId }) match {
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case Some((ourMember, ourIndex)) =>
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//we are leaving the squad
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//remove each member's entry (our own too)
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positionsToUpdate.foreach { case(member, index) =>
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sendResponse(SquadMemberEvent.Remove(id, member, index))
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squadUI.remove(member)
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}
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//uninitialize
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sendResponse(SquadMemberEvent.Remove(id, ourMember, ourIndex)) //repeat of our entry
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sendResponse(PlanetsideAttributeMessage(player.GUID, 31, 0)) //disassociate with squad?
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sendResponse(PlanetsideAttributeMessage(player.GUID, 32, 0)) //disassociate with member position in squad?
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sendResponse(PlanetsideAttributeMessage(player.GUID, 34, 4294967295L)) //unknown, perhaps unrelated?
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//a finalization? what does this do?
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sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
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//lfs state management (maybe ON)
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if(lfs) {
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avatar.LFS = lfs
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sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 1))
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lfs = false
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}
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case _ =>
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//remove each member's entry
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positionsToUpdate.foreach { case(member, index) =>
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sendResponse(SquadMemberEvent.Remove(id, member, index))
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squadUI.remove(member)
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}
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log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
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}
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case SquadResponse.UpdateMembers(squad, positions) =>
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import services.teamwork.SquadAction.{Update => SAUpdate}
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val id = 11
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val pairedEntries = positions.collect {
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case entry if squadUI.contains(entry.char_id) =>
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(entry, squadUI(entry.char_id))
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}
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//prune entries
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val updatedEntries = pairedEntries
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.collect({
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case (entry, element) if entry.zone_number != element.zone =>
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//zone gets updated for these entries
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sendResponse(SquadMemberEvent.UpdateZone(11, entry.char_id, element.index, entry.zone_number))
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squadUI(entry.char_id) = SquadUIElement(element.name, element.index, entry.zone_number, entry.health, entry.armor, entry.pos)
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entry
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case (entry, element) if entry.health != element.health || entry.armor != element.armor || entry.pos != element.position =>
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//other elements that need to be updated
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squadUI(entry.char_id) = SquadUIElement(element.name, element.index, entry.zone_number, entry.health, entry.armor, entry.pos)
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entry
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})
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.filterNot(_.char_id == avatar.CharId) //we want to update our backend, but not our frontend
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if(updatedEntries.nonEmpty) {
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case SquadResponse.UpdateList(infos) if infos.nonEmpty =>
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sendResponse(
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SquadState(
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PlanetSideGUID(id),
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updatedEntries.map { entry => SquadStateInfo(entry.char_id, entry.health, entry.armor, entry.pos, 2,2, false, 429, None,None)}
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ReplicationStreamMessage(6, None,
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infos.map { case (index, squadInfo) =>
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SquadListing(index, squadInfo)
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}.toVector
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)
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)
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}
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case SquadResponse.AssignMember(squad, from_index, to_index) =>
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//we've already swapped position internally; now we swap the cards
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SwapSquadUIElements(squad, from_index, to_index)
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log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
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case SquadResponse.RemoveFromList(infos) if infos.nonEmpty =>
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sendResponse(
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ReplicationStreamMessage(1, None,
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infos.map { index =>
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SquadListing(index, None)
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}.toVector
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)
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)
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case SquadResponse.PromoteMember(squad, char_id, from_index, to_index) =>
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//promotion will swap cards visually, but we must fix the backend
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val id = 11
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sendResponse(SquadMemberEvent.Promote(id, char_id))
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SwapSquadUIElements(squad, from_index, to_index)
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log.info(s"SquadCards: ${squadUI.map { case(id, card) => s"[${card.index}:${card.name}/$id]" }.mkString}")
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case SquadResponse.Detail(guid, detail) =>
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sendResponse(SquadDetailDefinitionUpdateMessage(guid, detail))
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case SquadResponse.SquadSearchResults() =>
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//I don't actually know how to return search results
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sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.NoSquadSearchResults()))
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case SquadResponse.AssociateWithSquad(squad_guid) =>
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sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.AssociateWithSquad()))
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case SquadResponse.InitWaypoints(char_id, waypoints) =>
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val id = 11
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StartBundlingPackets()
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waypoints.foreach { case (waypoint_type, info, unk) =>
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sendResponse(SquadWaypointEvent.Add(id, char_id, waypoint_type, WaypointEvent(info.zone_number, info.pos, unk)))
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}
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StopBundlingPackets()
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case SquadResponse.SetListSquad(squad_guid) =>
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sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.SetListSquad()))
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case SquadResponse.WaypointEvent(WaypointEventAction.Add, char_id, waypoint_type, _, Some(info), unk) =>
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val id = 11
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sendResponse(SquadWaypointEvent.Add(id, char_id, waypoint_type, WaypointEvent(info.zone_number, info.pos, unk)))
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case SquadResponse.Unknown17(squad, char_id) =>
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sendResponse(
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SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(33))
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)
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case SquadResponse.WaypointEvent(WaypointEventAction.Remove, char_id, waypoint_type, _, _, _) =>
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val id = 11
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sendResponse(SquadWaypointEvent.Remove(id, char_id, waypoint_type))
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case SquadResponse.Membership(request_type, unk1, unk2, char_id, opt_char_id, player_name, unk5, unk6) =>
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val name = request_type match {
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case SquadResponseType.Invite if unk5 =>
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//player_name is our name; the name of the player indicated by unk3 is needed
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LivePlayerList.WorldPopulation({ case (_, a : Avatar) => char_id == a.CharId }).headOption match {
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case Some(player) =>
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player.name
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case None =>
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player_name
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}
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case _ =>
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player_name
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}
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sendResponse(SquadMembershipResponse(request_type, unk1, unk2, char_id, opt_char_id, name, unk5, unk6))
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case _ => ;
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case SquadResponse.Invite(from_char_id, to_char_id, name) =>
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sendResponse(SquadMembershipResponse(SquadResponseType.Invite, 0, 0, from_char_id, Some(to_char_id), s"$name", false, Some(None)))
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case SquadResponse.WantsSquadPosition(_, name) =>
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sendResponse(
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ChatMsg(
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ChatMessageType.CMT_SQUAD, true, name,
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s"\\#6 would like to join your squad. (respond with \\#3/accept\\#6 or \\#3/reject\\#6)",
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None
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)
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)
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case SquadResponse.Join(squad, positionsToUpdate, toChannel) =>
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val leader = squad.Leader
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val membershipPositions = squad.Membership
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.zipWithIndex
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.filter { case (_, index ) => positionsToUpdate.contains(index) }
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membershipPositions.find({ case(member, _) => member.CharId == avatar.CharId }) match {
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case Some((ourMember, ourIndex)) =>
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//we are joining the squad
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//load each member's entry (our own too)
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membershipPositions.foreach { case(member, index) =>
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sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
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squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
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}
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//repeat our entry
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sendResponse(SquadMemberEvent.Add(squad_supplement_id, ourMember.CharId, ourIndex, ourMember.Name, ourMember.ZoneId, unk7 = 0)) //repeat of our entry
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//turn lfs off
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val factionOnContinentChannel = s"${continent.Id}/${player.Faction}"
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if(avatar.LFS) {
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avatar.LFS = false
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sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 0))
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avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
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}
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//squad colors
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sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
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avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 31, squad_supplement_id))
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sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourIndex)) //associate with member position in squad
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//a finalization? what does this do?
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sendResponse(SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(18)))
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updateSquad = UpdatesWhenEnrolledInSquad
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squadChannel = Some(toChannel)
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case _ =>
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//other player is joining our squad
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//load each member's entry
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membershipPositions.foreach { case(member, index) =>
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sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
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squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
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}
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}
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//send an initial dummy update for map icon(s)
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sendResponse(SquadState(PlanetSideGUID(squad_supplement_id),
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membershipPositions
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.filterNot { case (member, _) => member.CharId == avatar.CharId }
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.map{ case (member, _) => SquadStateInfo(member.CharId, member.Health, member.Armor, member.Position, 2,2, false, 429, None,None) }
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.toList
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))
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case SquadResponse.Leave(squad, positionsToUpdate) =>
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positionsToUpdate.find({ case(member, _) => member == avatar.CharId }) match {
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case Some((ourMember, ourIndex)) =>
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//we are leaving the squad
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//remove each member's entry (our own too)
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positionsToUpdate.foreach { case(member, index) =>
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sendResponse(SquadMemberEvent.Remove(squad_supplement_id, member, index))
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squadUI.remove(member)
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}
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//uninitialize
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sendResponse(SquadMemberEvent.Remove(squad_supplement_id, ourMember, ourIndex)) //repeat of our entry
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sendResponse(PlanetsideAttributeMessage(player.GUID, 31, 0)) //disassociate with squad?
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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())
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue