changes made to grenade states

This commit is contained in:
FateJH 2017-01-27 00:01:42 -05:00
parent e6c5f54647
commit 2ae217caf1
2 changed files with 35 additions and 11 deletions

View file

@ -1,24 +1,48 @@
// Copyright (c) 2016 PSForever.net to present
package net.psforever.packet.game
import net.psforever.packet.{GamePacketOpcode, Marshallable, PlanetSideGamePacket}
import net.psforever.packet.{GamePacketOpcode, Marshallable, PacketHelpers, PlanetSideGamePacket}
import scodec.Codec
import scodec.codecs._
/**
* Report the state of the "grenade throw" animation for this player.<br>
* An `Enumeration` of the kinds of states applicable to the grenade animation.
*/
object GrenadeState extends Enumeration {
type Type = Value
val UNK0,
PRIMED, //avatars and other depicted player characters
THROWN //avatars only
= Value
implicit val codec = PacketHelpers.createEnumerationCodec(this, uint8L)
}
/**
* Report the state of the grenade throw animation for this player.
* The default state is "held at side," though the client's avatar never has to announce this.<br>
* <br>
* The throwing animation has a minor timing glitch.
* Causing another player to raise his arm will always result in that arm being lowered a few seconds later.
* This is as opposed to the client's avatar, who can seem to hold a grenade in the "prepare to throw" state indefinitely.
* If the avatar looks away from a player whose grenade arm is up ("prepare to throw"), however, when they look back at the player
* his grenade arm will occasionally have been lowered ("held at side") again before it would normally be lowered.<br>
* <br>
* A client will dispatch state '1' and state '2' for the avatar's actions.
* A client will only react temporarily for another character other than the avatar when the given a state '1'.
* If that internal state is not changed, however, that other character will not respond to any subsequent '1' state.
* (This may also be a glitch.)<br>
* <br>
* States:<br>
* 1 - prepare for throwing (grenade held back over shoulder)<br>
* 2 - throwing (grenade released overhand)<br>
* <br>
* Exploration:<br>
* How many grenade states are possible?
* `
* 1 - prepare to throw (grenade held back over shoulder)<br>
* 2 - throwing (grenade released overhand and then reset) (avatar only)<br>
* `
* @param player_guid the player
* @param state the animation state
*/
final case class AvatarGrenadeStateMessage(player_guid : PlanetSideGUID,
state : Int)
state : GrenadeState.Value)
extends PlanetSideGamePacket {
type Packet = AvatarGrenadeStateMessage
def opcode = GamePacketOpcode.AvatarGrenadeStateMessage
@ -28,6 +52,6 @@ final case class AvatarGrenadeStateMessage(player_guid : PlanetSideGUID,
object AvatarGrenadeStateMessage extends Marshallable[AvatarGrenadeStateMessage] {
implicit val codec : Codec[AvatarGrenadeStateMessage] = (
("player_guid" | PlanetSideGUID.codec) ::
("state" | uint8L)
("state" | GrenadeState.codec)
).as[AvatarGrenadeStateMessage]
}

View file

@ -688,14 +688,14 @@ class GamePacketTest extends Specification {
PacketCoding.DecodePacket(string).require match {
case AvatarGrenadeStateMessage(player_guid, state) =>
player_guid mustEqual PlanetSideGUID(4570)
state mustEqual 1
state mustEqual GrenadeState.PRIMED
case default =>
ko
}
}
"encode" in {
val msg = AvatarGrenadeStateMessage(PlanetSideGUID(4570), 1)
val msg = AvatarGrenadeStateMessage(PlanetSideGUID(4570), GrenadeState.PRIMED)
val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
pkt mustEqual string