Destruction (#330)

* perform no damage if the target is already destroyed; correct destruction timer override on sensor-type deployables

* framing vehicle remover tasks differently; screening for valid objects at some places in WSA; fixed router's internal telepad utility

* corrected issue with unique control agent Actor names for Players; propagated change to all dynamic objects (not those instantiated at server time)

* test fix

* another test fix; this time, Travis is having trouble with it
This commit is contained in:
Fate-JH 2020-01-17 13:25:35 -05:00 committed by GitHub
parent eebd5174a0
commit 3869785591
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18 changed files with 188 additions and 109 deletions

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@ -330,6 +330,21 @@ class WorldSessionActor extends Actor
context.stop(self)
}
def ValidObject(id : Int) : Option[PlanetSideGameObject] = ValidObject(Some(PlanetSideGUID(id)))
def ValidObject(id : PlanetSideGUID) : Option[PlanetSideGameObject] = ValidObject(Some(id))
def ValidObject(id : Option[PlanetSideGUID]) : Option[PlanetSideGameObject] = continent.GUID(id) match {
case out @ Some(obj) if obj.HasGUID =>
out
case None if id.nonEmpty =>
//delete stale entity reference from client
sendResponse(ObjectDeleteMessage(id.get, 0))
None
case _ =>
None
}
def Started : Receive = {
case ServiceManager.LookupResult("accountIntermediary", endpoint) =>
accountIntermediary = endpoint
@ -3556,7 +3571,7 @@ class WorldSessionActor extends Actor
whenUsedLastMAXName(1) = faction+"hev_antiaircraft"
(0 until 4).foreach( index => {
if (player.Slot(index).Equipment.isDefined) player.Slot(index).Equipment = None
player.Slot(index).Equipment = None
})
player.Inventory.Clear()
player.ExoSuit = ExoSuitType.Standard
@ -4400,7 +4415,7 @@ class WorldSessionActor extends Actor
case msg @ DropItemMessage(item_guid) =>
log.info(s"DropItem: $msg")
continent.GUID(item_guid) match {
ValidObject(item_guid) match {
case Some(anItem : Equipment) =>
player.FreeHand.Equipment match {
case Some(item) =>
@ -4419,7 +4434,7 @@ class WorldSessionActor extends Actor
case msg @ PickupItemMessage(item_guid, player_guid, unk1, unk2) =>
log.info(s"PickupItem: $msg")
continent.GUID(item_guid) match {
ValidObject(item_guid) match {
case Some(item : Equipment) =>
player.Fit(item) match {
case Some(_) =>
@ -4541,7 +4556,7 @@ class WorldSessionActor extends Actor
case msg @ RequestDestroyMessage(object_guid) =>
// TODO: Make sure this is the correct response for all cases
continent.GUID(object_guid) match {
ValidObject(object_guid) match {
case Some(vehicle : Vehicle) =>
if((player.VehicleOwned.contains(object_guid) && vehicle.Owner.contains(player.GUID))
|| (player.Faction == vehicle.Faction
@ -4684,7 +4699,7 @@ class WorldSessionActor extends Actor
case msg @ LootItemMessage(item_guid, target_guid) =>
log.info(s"LootItem: $msg")
(continent.GUID(item_guid), continent.GUID(target_guid)) match {
(ValidObject(item_guid), ValidObject(target_guid)) match {
case (Some(item : Equipment), Some(target : Container)) =>
//figure out the source
(
@ -4747,7 +4762,7 @@ class WorldSessionActor extends Actor
//log.info("UseItem: " + msg)
// TODO: Not all fields in the response are identical to source in real packet logs (but seems to be ok)
// TODO: Not all incoming UseItemMessage's respond with another UseItemMessage (i.e. doors only send out GenericObjectStateMsg)
continent.GUID(object_guid) match {
ValidObject(object_guid) match {
case Some(door : Door) =>
if(player.Faction == door.Faction || (continent.Map.DoorToLock.get(object_guid.guid) match {
case Some(lock_guid) =>
@ -4821,7 +4836,7 @@ class WorldSessionActor extends Actor
accessedContainer = Some(obj)
}
else if(!unk3 && player.isAlive) { //potential kit use
continent.GUID(item_used_guid) match {
ValidObject(item_used_guid) match {
case Some(kit : Kit) =>
player.Find(kit) match {
case Some(index) =>
@ -4936,7 +4951,7 @@ class WorldSessionActor extends Actor
FindWeapon match {
case Some(tool: Tool) =>
if (tool.Definition == GlobalDefinitions.bank) {
continent.GUID(object_guid) match {
ValidObject(object_guid) match {
case Some(tplayer: Player) =>
if (player.GUID != tplayer.GUID && Vector3.Distance(player.Position, tplayer.Position) < 5 && player.Faction == tplayer.Faction && !player.isMoving && tplayer.MaxArmor > 0 && tplayer.Armor < tplayer.MaxArmor) {
tplayer.Armor += 15
@ -5262,7 +5277,7 @@ class WorldSessionActor extends Actor
case msg @ UnuseItemMessage(player_guid, object_guid) =>
log.info(s"UnuseItem: $msg")
//TODO check for existing accessedContainer value?
continent.GUID(object_guid) match {
ValidObject(object_guid) match {
case Some(obj : Vehicle) =>
if(obj.AccessingTrunk.contains(player.GUID)) {
obj.AccessingTrunk = None
@ -5562,7 +5577,7 @@ class WorldSessionActor extends Actor
log.info(s"Hit: $msg")
(hit_info match {
case Some(hitInfo) =>
continent.GUID(hitInfo.hitobject_guid) match {
ValidObject(hitInfo.hitobject_guid) match {
case Some(target : PlanetSideGameObject with FactionAffinity with Vitality) =>
Some((target, hitInfo.shot_origin, hitInfo.hit_pos))
case _ =>
@ -5587,7 +5602,7 @@ class WorldSessionActor extends Actor
projectile.Position = explosion_pos
projectile.Velocity = projectile_vel
//direct_victim_uid
continent.GUID(direct_victim_uid) match {
ValidObject(direct_victim_uid) match {
case Some(target : PlanetSideGameObject with FactionAffinity with Vitality) =>
ResolveProjectileEntry(projectile, ProjectileResolution.Splash, target, target.Position) match {
case Some(projectile) =>
@ -5598,7 +5613,7 @@ class WorldSessionActor extends Actor
}
//other victims
targets.foreach(elem => {
continent.GUID(elem.uid) match {
ValidObject(elem.uid) match {
case Some(target : PlanetSideGameObject with FactionAffinity with Vitality) =>
ResolveProjectileEntry(projectile, ProjectileResolution.Splash, target, explosion_pos) match {
case Some(projectile) =>
@ -5623,7 +5638,7 @@ class WorldSessionActor extends Actor
case msg @ LashMessage(seq_time, killer_guid, victim_guid, projectile_guid, pos, unk1) =>
log.info(s"Lash: $msg")
continent.GUID(victim_guid) match {
ValidObject(victim_guid) match {
case Some(target : PlanetSideGameObject with FactionAffinity with Vitality) =>
ResolveProjectileEntry(projectile_guid, ProjectileResolution.Lash, target, pos) match {
case Some(projectile) =>
@ -5663,7 +5678,7 @@ class WorldSessionActor extends Actor
case msg @ MountVehicleMsg(player_guid, mountable_guid, entry_point) =>
log.info("MountVehicleMsg: "+msg)
continent.GUID(mountable_guid) match {
ValidObject(mountable_guid) match {
case Some(obj : Mountable) =>
obj.GetSeatFromMountPoint(entry_point) match {
case Some(seat_num) =>
@ -5723,7 +5738,7 @@ class WorldSessionActor extends Actor
//kicking someone else out of a seat; need to own that seat/mountable
player.VehicleOwned match {
case Some(obj_guid) =>
(continent.GUID(obj_guid), continent.GUID(player_guid)) match {
(ValidObject(obj_guid), ValidObject(player_guid)) match {
case (Some(obj : Mountable), Some(tplayer : Player)) =>
obj.PassengerInSeat(tplayer) match {
case Some(seat_num : Int) =>
@ -5785,7 +5800,7 @@ class WorldSessionActor extends Actor
case msg @ PlanetsideAttributeMessage(object_guid, attribute_type, attribute_value) =>
log.info("PlanetsideAttributeMessage: "+msg)
continent.GUID(object_guid) match {
ValidObject(object_guid) match {
case Some(vehicle : Vehicle) =>
if(player.VehicleOwned.contains(vehicle.GUID)) {
if(9 < attribute_type && attribute_type < 14) {
@ -8546,12 +8561,12 @@ class WorldSessionActor extends Actor
def HandleDealingDamage(target : PlanetSideGameObject with Vitality, data : ResolvedProjectile) : Unit = {
val func = data.damage_model.Calculate(data)
target match {
case obj : Player => obj.Actor ! Vitality.Damage(func)
case obj : Vehicle => obj.Actor ! Vitality.Damage(func)
case obj : FacilityTurret => obj.Actor ! Vitality.Damage(func)
case obj : ComplexDeployable => obj.Actor ! Vitality.Damage(func)
case obj : Player if obj.Health > 0 => obj.Actor ! Vitality.Damage(func)
case obj : Vehicle if obj.Health > 0 => obj.Actor ! Vitality.Damage(func)
case obj : FacilityTurret if obj.Health > 0 => obj.Actor ! Vitality.Damage(func)
case obj : ComplexDeployable if obj.Health > 0 => obj.Actor ! Vitality.Damage(func)
case obj : SimpleDeployable =>
case obj : SimpleDeployable if obj.Health > 0 =>
//damage is synchronized on `LSA` (results returned to and distributed from this `WSA`)
continent.LocalEvents ! Vitality.DamageOn(obj, func)
case _ => ;
@ -10754,7 +10769,7 @@ class WorldSessionActor extends Actor
*/
def FindDetectedProjectileTargets(targets : Iterable[PlanetSideGUID]) : Iterable[String] = {
targets
.map { continent.GUID }
.map { ValidObject }
.flatMap {
case Some(obj : Vehicle) if !obj.Cloaked =>
//TODO hint: vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.ProjectileAutoLockAwareness(mode))