added Infiltration Suit and Mechanized Exo-Suit to the spawnable exo-suit options for all factions; also works correctly with InfantryLoadouts; better support to dropped items; fixed an issue with Terminal.BuyVehicle from the last merge

This commit is contained in:
FateJH 2017-12-30 19:28:43 -05:00
parent abbd5c35ed
commit 524d6678e6
9 changed files with 316 additions and 89 deletions

View file

@ -104,7 +104,7 @@ object ExoSuitDefinition {
MAX.MaxArmor = 650
MAX.InventoryScale = InventoryTile.Tile1612
MAX.InventoryOffset = 6
MAX.Holster(2, EquipmentSize.Max)
MAX.Holster(0, EquipmentSize.Max)
MAX.Holster(4, EquipmentSize.Melee)
def apply(suitType : ExoSuitType.Value) : ExoSuitDefinition = {

View file

@ -101,6 +101,24 @@ object GlobalDefinitions {
val flamethrower_ammo = AmmoBoxDefinition(Ammo.flamethrower_ammo)
val dualcycler_ammo = AmmoBoxDefinition(Ammo.dualcycler_ammo)
val pounder_ammo = AmmoBoxDefinition(Ammo.pounder_ammo)
val burster_ammo = AmmoBoxDefinition(Ammo.burster_ammo)
val scattercannon_ammo = AmmoBoxDefinition(Ammo.scattercannon_ammo)
val falcon_ammo = AmmoBoxDefinition(Ammo.falcon_ammo)
val sparrow_ammo = AmmoBoxDefinition(Ammo.sparrow_ammo)
val quasar_ammo = AmmoBoxDefinition(Ammo.quasar_ammo)
val comet_ammo = AmmoBoxDefinition(Ammo.comet_ammo)
val starfire_ammo = AmmoBoxDefinition(Ammo.starfire_ammo)
val health_canister = AmmoBoxDefinition(Ammo.health_canister)
val armor_canister = AmmoBoxDefinition(Ammo.armor_canister)
@ -256,23 +274,23 @@ object GlobalDefinitions {
val flamethrower = ToolDefinition(ObjectClass.flamethrower)
val trhev_dualcycler = ToolDefinition(ObjectClass.trhev_dualcycler) //TODO
val trhev_dualcycler = ToolDefinition(ObjectClass.trhev_dualcycler)
val trhev_pounder = ToolDefinition(ObjectClass.trhev_pounder) //TODO
val trhev_pounder = ToolDefinition(ObjectClass.trhev_pounder)
val trhev_burster = ToolDefinition(ObjectClass.trhev_burster) //TODO
val trhev_burster = ToolDefinition(ObjectClass.trhev_burster)
val nchev_scattercannon = ToolDefinition(ObjectClass.nchev_scattercannon) //TODO
val nchev_scattercannon = ToolDefinition(ObjectClass.nchev_scattercannon)
val nchev_falcon = ToolDefinition(ObjectClass.nchev_falcon) //TODO
val nchev_falcon = ToolDefinition(ObjectClass.nchev_falcon)
val nchev_sparrow = ToolDefinition(ObjectClass.nchev_sparrow) //TODO
val nchev_sparrow = ToolDefinition(ObjectClass.nchev_sparrow)
val vshev_quasar = ToolDefinition(ObjectClass.vshev_quasar) //TODO
val vshev_quasar = ToolDefinition(ObjectClass.vshev_quasar)
val vshev_comet = ToolDefinition(ObjectClass.vshev_comet) //TODO
val vshev_comet = ToolDefinition(ObjectClass.vshev_comet)
val vshev_starfire = ToolDefinition(ObjectClass.vshev_starfire) //TODO
val vshev_starfire = ToolDefinition(ObjectClass.vshev_starfire)
val medicalapplicator = ToolDefinition(ObjectClass.medicalapplicator)
@ -637,6 +655,21 @@ object GlobalDefinitions {
}
}
def MAXArms(subtype : Int, faction : PlanetSideEmpire.Value) : ToolDefinition = {
if(subtype == 1) {
AIMAX(faction)
}
else if(subtype == 2) {
AVMAX(faction)
}
else if(subtype == 3) {
AAMAX(faction)
}
else {
suppressor //there are no common pool MAX arms
}
}
def AIMAX(faction : PlanetSideEmpire.Value) : ToolDefinition = {
faction match {
case PlanetSideEmpire.TR => trhev_dualcycler
@ -842,6 +875,33 @@ object GlobalDefinitions {
flamethrower_ammo.Capacity = 100
flamethrower_ammo.Tile = InventoryTile.Tile44
dualcycler_ammo.Capacity = 100
dualcycler_ammo.Tile = InventoryTile.Tile44
pounder_ammo.Capacity = 50
pounder_ammo.Tile = InventoryTile.Tile44
burster_ammo.Capacity = 100
burster_ammo.Tile = InventoryTile.Tile44
scattercannon_ammo.Capacity = 50
scattercannon_ammo.Tile = InventoryTile.Tile44
falcon_ammo.Capacity = 50
falcon_ammo.Tile = InventoryTile.Tile44
sparrow_ammo.Capacity = 50
sparrow_ammo.Tile = InventoryTile.Tile44
quasar_ammo.Capacity = 60
quasar_ammo.Tile = InventoryTile.Tile44
comet_ammo.Capacity = 50
comet_ammo.Tile = InventoryTile.Tile44
starfire_ammo.Capacity = 50
starfire_ammo.Tile = InventoryTile.Tile44
health_canister.Capacity = 100
health_canister.Tile = InventoryTile.Tile33
@ -1397,24 +1457,85 @@ object GlobalDefinitions {
flamethrower.FireModes(1).Magazine = 100
flamethrower.FireModes(1).Chamber = 50
flamethrower.Tile = InventoryTile.Tile63
//TODO
trhev_dualcycler.Size = EquipmentSize.Max
trhev_dualcycler.AmmoTypes += bullet_9mm
trhev_dualcycler.AmmoTypes += dualcycler_ammo
trhev_dualcycler.FireModes += new FireModeDefinition
trhev_dualcycler.FireModes.head.AmmoTypeIndices += 0
trhev_dualcycler.FireModes.head.AmmoSlotIndex = 0
//TODO
trhev_dualcycler.FireModes.head.Magazine = 200
trhev_pounder.Size = EquipmentSize.Max
trhev_pounder.AmmoTypes += bullet_9mm
trhev_pounder.AmmoTypes += pounder_ammo
trhev_pounder.FireModes += new FireModeDefinition
trhev_pounder.FireModes.head.AmmoTypeIndices += 0
trhev_pounder.FireModes.head.AmmoSlotIndex = 0
//TODO
trhev_pounder.FireModes.head.Magazine = 30
trhev_pounder.FireModes += new FireModeDefinition
trhev_pounder.FireModes(1).AmmoTypeIndices += 0
trhev_pounder.FireModes(1).AmmoSlotIndex = 0
trhev_pounder.FireModes(1).Magazine = 30
trhev_burster.Size = EquipmentSize.Max
trhev_burster.AmmoTypes += bullet_9mm
trhev_burster.AmmoTypes += burster_ammo
trhev_burster.FireModes += new FireModeDefinition
trhev_burster.FireModes.head.AmmoTypeIndices += 0
trhev_burster.FireModes.head.AmmoSlotIndex = 0
trhev_burster.FireModes.head.Magazine = 40
nchev_scattercannon.Size = EquipmentSize.Max
nchev_scattercannon.AmmoTypes += scattercannon_ammo
nchev_scattercannon.FireModes += new FireModeDefinition
nchev_scattercannon.FireModes.head.AmmoTypeIndices += 0
nchev_scattercannon.FireModes.head.AmmoSlotIndex = 0
nchev_scattercannon.FireModes.head.Magazine = 40
nchev_scattercannon.FireModes += new FireModeDefinition
nchev_scattercannon.FireModes(1).AmmoTypeIndices += 0
nchev_scattercannon.FireModes(1).AmmoSlotIndex = 0
nchev_scattercannon.FireModes(1).Magazine = 40
nchev_scattercannon.FireModes += new FireModeDefinition
nchev_scattercannon.FireModes(2).AmmoTypeIndices += 0
nchev_scattercannon.FireModes(2).AmmoSlotIndex = 0
nchev_scattercannon.FireModes(2).Magazine = 40
nchev_falcon.Size = EquipmentSize.Max
nchev_falcon.AmmoTypes += falcon_ammo
nchev_falcon.FireModes += new FireModeDefinition
nchev_falcon.FireModes.head.AmmoTypeIndices += 0
nchev_falcon.FireModes.head.AmmoSlotIndex = 0
nchev_falcon.FireModes.head.Magazine = 20
nchev_sparrow.Size = EquipmentSize.Max
nchev_sparrow.AmmoTypes += sparrow_ammo
nchev_sparrow.FireModes += new FireModeDefinition
nchev_sparrow.FireModes.head.AmmoTypeIndices += 0
nchev_sparrow.FireModes.head.AmmoSlotIndex = 0
nchev_sparrow.FireModes.head.Magazine = 12
vshev_quasar.Size = EquipmentSize.Max
vshev_quasar.AmmoTypes += quasar_ammo
vshev_quasar.FireModes += new FireModeDefinition
vshev_quasar.FireModes.head.AmmoTypeIndices += 0
vshev_quasar.FireModes.head.AmmoSlotIndex = 0
vshev_quasar.FireModes.head.Magazine = 120
vshev_quasar.FireModes += new FireModeDefinition
vshev_quasar.FireModes(1).AmmoTypeIndices += 0
vshev_quasar.FireModes(1).AmmoSlotIndex = 0
vshev_quasar.FireModes(1).Magazine = 120
vshev_comet.Size = EquipmentSize.Max
vshev_comet.AmmoTypes += comet_ammo
vshev_comet.FireModes += new FireModeDefinition
vshev_comet.FireModes.head.AmmoTypeIndices += 0
vshev_comet.FireModes.head.AmmoSlotIndex = 0
vshev_comet.FireModes.head.Magazine = 10
vshev_starfire.Size = EquipmentSize.Max
vshev_starfire.AmmoTypes += starfire_ammo
vshev_starfire.FireModes += new FireModeDefinition
vshev_starfire.FireModes.head.AmmoTypeIndices += 0
vshev_starfire.FireModes.head.AmmoSlotIndex = 0
vshev_starfire.FireModes.head.Magazine = 8
medicalapplicator.Size = EquipmentSize.Pistol
medicalapplicator.AmmoTypes += health_canister
@ -1571,28 +1692,28 @@ object GlobalDefinitions {
battlewagon_weapon_systema.FireModes += new FireModeDefinition
battlewagon_weapon_systema.FireModes.head.AmmoTypeIndices += 0
battlewagon_weapon_systema.FireModes.head.AmmoSlotIndex = 0
battlewagon_weapon_systema.FireModes.head.Magazine = 235
battlewagon_weapon_systema.FireModes.head.Magazine = 240
battlewagon_weapon_systemb.Size = EquipmentSize.VehicleWeapon
battlewagon_weapon_systemb.AmmoTypes += bullet_15mm
battlewagon_weapon_systemb.FireModes += new FireModeDefinition
battlewagon_weapon_systemb.FireModes.head.AmmoTypeIndices += 0
battlewagon_weapon_systemb.FireModes.head.AmmoSlotIndex = 0
battlewagon_weapon_systemb.FireModes.head.Magazine = 235
battlewagon_weapon_systemb.FireModes.head.Magazine = 240
battlewagon_weapon_systemc.Size = EquipmentSize.VehicleWeapon
battlewagon_weapon_systemc.AmmoTypes += bullet_15mm
battlewagon_weapon_systemc.FireModes += new FireModeDefinition
battlewagon_weapon_systemc.FireModes.head.AmmoTypeIndices += 0
battlewagon_weapon_systemc.FireModes.head.AmmoSlotIndex = 0
battlewagon_weapon_systemc.FireModes.head.Magazine = 235
battlewagon_weapon_systemc.FireModes.head.Magazine = 240
battlewagon_weapon_systemd.Size = EquipmentSize.VehicleWeapon
battlewagon_weapon_systemd.AmmoTypes += bullet_15mm
battlewagon_weapon_systemd.FireModes += new FireModeDefinition
battlewagon_weapon_systemd.FireModes.head.AmmoTypeIndices += 0
battlewagon_weapon_systemd.FireModes.head.AmmoSlotIndex = 0
battlewagon_weapon_systemd.FireModes.head.Magazine = 235
battlewagon_weapon_systemd.FireModes.head.Magazine = 240
thunderer_weapon_systema.Size = EquipmentSize.VehicleWeapon
thunderer_weapon_systema.AmmoTypes += gauss_cannon_ammo
@ -1724,7 +1845,7 @@ object GlobalDefinitions {
prowler_weapon_systemB.FireModes += new FireModeDefinition
prowler_weapon_systemB.FireModes.head.AmmoTypeIndices += 0
prowler_weapon_systemB.FireModes.head.AmmoSlotIndex = 0
prowler_weapon_systemB.FireModes.head.Magazine = 235
prowler_weapon_systemB.FireModes.head.Magazine = 240
vanguard_weapon_system.Size = EquipmentSize.VehicleWeapon
vanguard_weapon_system.AmmoTypes += bullet_150mm
@ -1820,7 +1941,7 @@ object GlobalDefinitions {
vulture_nose_weapon_system.FireModes += new FireModeDefinition
vulture_nose_weapon_system.FireModes.head.AmmoTypeIndices += 0
vulture_nose_weapon_system.FireModes.head.AmmoSlotIndex = 0
vulture_nose_weapon_system.FireModes.head.Magazine = 75 //80?
vulture_nose_weapon_system.FireModes.head.Magazine = 75
vulture_bomb_bay.Size = EquipmentSize.VehicleWeapon
vulture_bomb_bay.AmmoTypes += liberator_bomb

View file

@ -98,7 +98,7 @@ object Loadout {
packageSimplifications(player.Holsters()),
packageSimplifications(player.Inventory.Items.values.toList),
player.ExoSuit,
determineSubtype(player)
DetermineSubtype(player)
)
}
@ -158,9 +158,9 @@ object Loadout {
*/
final case class ShorthandKit(kdef : KitDefinition) extends Simplification
private def determineSubtype(player : Player) : Int = {
def DetermineSubtype(player : Player) : Int = {
if(player.ExoSuit == ExoSuitType.MAX) {
player.Slot(2).Equipment match {
player.Slot(0).Equipment match {
case Some(item) =>
item.Definition match {
case GlobalDefinitions.trhev_dualcycler | GlobalDefinitions.nchev_scattercannon | GlobalDefinitions.vshev_quasar =>

View file

@ -162,7 +162,7 @@ class Player(private val name : String,
def MaxArmor : Int = ExoSuitDefinition.Select(exosuit).MaxArmor
def VisibleSlots : Set[Int] = if(exosuit == ExoSuitType.MAX) { Set(2) } else { Set(0,1,2,3,4) }
def VisibleSlots : Set[Int] = if(exosuit == ExoSuitType.MAX) { Set(0) } else { Set(0,1,2,3,4) }
override def Slot(slot : Int) : EquipmentSlot = {
if(inventory.Offset <= slot && slot <= inventory.LastIndex) {

View file

@ -21,8 +21,17 @@ object EquipmentTerminalDefinition {
val suits : Map[String, (ExoSuitType.Value, Int)] = Map(
"standard_issue_armor" -> (ExoSuitType.Standard, 0),
"lite_armor" -> (ExoSuitType.Agile, 0),
"med_armor" -> (ExoSuitType.Reinforced, 0)
//TODO max and infiltration suit
"med_armor" -> (ExoSuitType.Reinforced, 0),
"stealth_armor" -> (ExoSuitType.Infiltration, 0),
"trhev_antiaircraft" -> (ExoSuitType.MAX, 3),
"trhev_antipersonnel" -> (ExoSuitType.MAX, 1),
"trhev_antivehicular" -> (ExoSuitType.MAX, 2),
"nchev_antiaircraft" -> (ExoSuitType.MAX, 3),
"nchev_antipersonnel" -> (ExoSuitType.MAX, 1),
"nchev_antivehicular" -> (ExoSuitType.MAX, 2),
"vshev_antiaircraft" -> (ExoSuitType.MAX, 3),
"vshev_antipersonnel" -> (ExoSuitType.MAX, 1),
"vshev_antivehicular" -> (ExoSuitType.MAX, 2)
)
import net.psforever.objects.GlobalDefinitions._
@ -51,6 +60,17 @@ object EquipmentTerminalDefinition {
"oicw_ammo" -> MakeAmmoBox(oicw_ammo), //scorpion missile
"flamethrower_ammo" -> MakeAmmoBox(flamethrower_ammo)
)
val maxAmmo : Map[String, () => Equipment] = Map(
"dualcycler_ammo" -> MakeAmmoBox(dualcycler_ammo),
"pounder_ammo" -> MakeAmmoBox(pounder_ammo),
"burster_ammo" -> MakeAmmoBox(burster_ammo),
"scattercannon_ammo" -> MakeAmmoBox(scattercannon_ammo),
"falcon_ammo" -> MakeAmmoBox(falcon_ammo),
"sparrow_ammo" -> MakeAmmoBox(sparrow_ammo),
"quasar_ammo" -> MakeAmmoBox(quasar_ammo),
"comet_ammo" -> MakeAmmoBox(comet_ammo),
"starfire_ammo" -> MakeAmmoBox(starfire_ammo)
)
/**
* A `Map` of operations for producing the `AmmoBox` `Equipment` for infantry-held utilities.
* key - an identification string sent by the client

View file

@ -58,7 +58,12 @@ class OrderTerminalDefinition extends EquipmentTerminalDefinition(612) {
case Some((suit, subtype)) =>
Terminal.BuyExosuit(suit, subtype)
case None =>
Terminal.NoDeal()
maxAmmo.get(msg.item_name) match {
case Some(item) =>
Terminal.BuyEquipment(item())
case None =>
Terminal.NoDeal()
}
}
case _ =>
Terminal.NoDeal()

View file

@ -3,6 +3,7 @@ package net.psforever.objects.serverobject.terminals
import net.psforever.objects.Player
import net.psforever.objects.definition.ImplantDefinition
import net.psforever.objects.inventory.InventoryItem
import net.psforever.objects.serverobject.PlanetSideServerObject
import net.psforever.packet.game.{ItemTransactionMessage, PlanetSideGUID}
import net.psforever.types.{TransactionType, Vector3}

View file

@ -65,6 +65,10 @@ object Maps {
LocalObject(ServerObjectBuilder(186, Terminal.Constructor(cert_terminal)))
LocalObject(ServerObjectBuilder(187, Terminal.Constructor(cert_terminal)))
LocalObject(ServerObjectBuilder(188, Terminal.Constructor(cert_terminal)))
LocalObject(ServerObjectBuilder(842, Terminal.Constructor(order_terminal)))
LocalObject(ServerObjectBuilder(843, Terminal.Constructor(order_terminal)))
LocalObject(ServerObjectBuilder(844, Terminal.Constructor(order_terminal)))
LocalObject(ServerObjectBuilder(845, Terminal.Constructor(order_terminal)))
LocalObject(ServerObjectBuilder(853, Terminal.Constructor(order_terminal)))
LocalObject(ServerObjectBuilder(855, Terminal.Constructor(order_terminal)))
LocalObject(ServerObjectBuilder(860, Terminal.Constructor(order_terminal)))

View file

@ -321,7 +321,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(item_type, item_guid, ObjectCreateMessageParent(vehicle_guid, slot), item_data)
))
// sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(vehicle_guid, item_guid, slot)))
}
case VehicleResponse.UnloadVehicle(vehicle_guid) =>
@ -331,30 +330,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
if(player.GUID != guid) {
//TODO prefer ObjectDetachMessage, but how to force ammo pools to update properly?
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(item_guid, 0)))
// sendResponse(PacketCoding.CreateGamePacket(0, ObjectDetachMessage(vehicle_guid, item_guid, Vector3(0f, 0f, 0f), 0f, 0f, 0f)))
//...
// continent.GUID(vehicle_guid) match {
// case Some(veh : Vehicle) =>
// veh.PassengerInSeat(player) match {
// case Some(seat_num) =>
// veh.Seat(seat_num).get.ControlledWeapon match {
// case Some(weapon_num) =>
// veh.Weapons.get(weapon_num) match {
// case Some(mount) =>
// mount.Equipment match {
// case Some(wep : Tool) =>
// val ammo = wep.AmmoSlot
// sendResponse(PacketCoding.CreateGamePacket(0, InventoryStateMessage(ammo.Box.GUID, wep.GUID, ammo.Magazine)))
// case _ => ;
// }
// case _ => ;
// }
// case _ => ;
// }
// case _ => ;
// }
// case _ => ;
// }
}
case VehicleResponse.VehicleState(vehicle_guid, unk1, pos, ang, vel, unk2, unk3, unk4, wheel_direction, unk5, unk6) =>
@ -430,7 +405,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
AccessContents(obj)
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.MountVehicle(player_guid, obj_guid, seat_num))
case Mountable.CanMount(obj : Mountable, seat_num) =>
case Mountable.CanMount(obj : Mountable, _) =>
log.warn(s"MountVehicleMsg: $obj is some generic mountable object and nothing will happen")
case Mountable.CanNotMount(obj, seat_num) =>
@ -439,24 +414,33 @@ class WorldSessionActor extends Actor with MDCContextAware {
case Terminal.TerminalMessage(tplayer, msg, order) =>
order match {
case Terminal.BuyExosuit(exosuit, subtype) =>
if(tplayer.ExoSuit == exosuit) { //just refresh armor points
//we should never actually reach this point through conventional in-game methods
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Buy, true)))
case Terminal.BuyExosuit(exosuit, subtype) => //refresh armor points
if(tplayer.ExoSuit == exosuit) {
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, true)))
if(Loadout.DetermineSubtype(tplayer) != subtype) {
//special case: MAX suit switching to a different MAX suit; we need to change the main weapon
sendResponse(PacketCoding.CreateGamePacket(0, ArmorChangedMessage(tplayer.GUID, exosuit, subtype)))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ArmorChanged(tplayer.GUID, exosuit, subtype))
val arms = tplayer.Slot(0).Equipment.get
val putTask = PutEquipmentInSlot(tplayer, Tool(GlobalDefinitions.MAXArms(subtype, tplayer.Faction)), 0)
taskResolver ! DelayedObjectHeld(tplayer, 0, List(TaskResolver.GiveTask(putTask.task, putTask.subs :+ RemoveEquipmentFromSlot(tplayer, arms, 0))))
}
//outside of the MAX condition above, we should seldom reach this point through conventional methods
tplayer.Armor = tplayer.MaxArmor
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(tplayer.GUID, 4, tplayer.Armor)))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.PlanetsideAttribute(tplayer.GUID, 4, tplayer.Armor))
}
else { //load a complete new exo-suit and shuffle the inventory around
//TODO if we're transitioning into a MAX suit, the subtype dictates the type of arm(s) if the holster list is empty
val originalSuit = tplayer.ExoSuit
//save inventory before it gets cleared (empty holsters)
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Buy, true)))
val beforeHolsters = clearHolsters(tplayer.Holsters().iterator)
val beforeInventory = tplayer.Inventory.Clear()
val dropPred = DropPredicate(tplayer)
val (dropHolsters, beforeHolsters) = clearHolsters(tplayer.Holsters().iterator).partition(dropPred)
val (dropInventory, beforeInventory) = tplayer.Inventory.Clear().partition(dropPred)
//change suit (clear inventory and change holster sizes; note: holsters must be empty before this point)
Player.SuitSetup(tplayer, exosuit)
tplayer.Armor = tplayer.MaxArmor
//delete everything
//delete everything not dropped
(beforeHolsters ++ beforeInventory).foreach({ elem =>
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(elem.obj.GUID, 0)))
})
@ -468,10 +452,28 @@ class WorldSessionActor extends Actor with MDCContextAware {
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ArmorChanged(tplayer.GUID, exosuit, subtype))
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(tplayer.GUID, 4, tplayer.Armor)))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.PlanetsideAttribute(tplayer.GUID, 4, tplayer.Armor))
//fill holsters
val (afterHolsters, toInventory) = beforeHolsters.partition(elem => elem.obj.Size == tplayer.Slot(elem.start).Size)
afterHolsters.foreach({elem => tplayer.Slot(elem.start).Equipment = elem.obj })
val finalInventory = fillEmptyHolsters(tplayer.Holsters().iterator, toInventory ++ beforeInventory)
val finalInventory = if(exosuit == ExoSuitType.MAX) {
//MAX weapon to be placed in first pistol slot; slot to be drawn
taskResolver ! DelayedObjectHeld(tplayer, 0, List(PutEquipmentInSlot(tplayer, Tool(GlobalDefinitions.MAXArms(subtype, tplayer.Faction)), 0)))
//fill melee slot
fillEmptyHolsters(List(tplayer.Slot(4)).iterator, beforeHolsters) ++ beforeInventory
}
else {
//remove potential MAX weapon
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectHeld(tplayer.GUID, Player.HandsDownSlot))
val normalWeapons = if(originalSuit == ExoSuitType.MAX) {
val (maxWeapons, normalWeapons) = beforeHolsters.partition(elem => elem.obj.Size == EquipmentSize.Max)
maxWeapons.foreach(entry => { taskResolver ! GUIDTask.UnregisterEquipment(entry.obj)(continent.GUID) })
normalWeapons
}
else {
beforeHolsters
}
//fill holsters
val (afterHolsters, toInventory) = normalWeapons.partition(elem => elem.obj.Size == tplayer.Slot(elem.start).Size)
afterHolsters.foreach({elem => tplayer.Slot(elem.start).Equipment = elem.obj })
fillEmptyHolsters(tplayer.Holsters().iterator, toInventory ++ beforeInventory)
}
//draw holsters
tplayer.VisibleSlots.foreach({index =>
tplayer.Slot(index).Equipment match {
@ -527,17 +529,17 @@ class WorldSessionActor extends Actor with MDCContextAware {
//drop items on ground
val pos = tplayer.Position
val orient = tplayer.Orientation
drop.foreach(obj => {
obj.Position = pos
obj.Orientation = orient
val definition = obj.Definition
((dropHolsters ++ dropInventory).map(_.obj) ++ drop).foreach(obj => {
continent.Ground ! Zone.DropItemOnGround(obj, pos, Vector3(0f, 0f, orient.z))
// val definition = obj.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(
definition.ObjectId,
obj.GUID,
DroppedItemData(PlacementData(pos, Vector3(0f, 0f, orient.z)), definition.Packet.ConstructorData(obj).get)
)
ObjectDetachMessage(tplayer.GUID, obj.GUID, pos, 0f, 0f, orient.z)
// ObjectCreateMessage(
// definition.ObjectId,
// obj.GUID,
// DroppedItemData(PlacementData(pos, Vector3(0f, 0f, orient.z)), definition.Packet.ConstructorData(obj).get)
// )
)
)
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.EquipmentOnGround(tplayer.GUID, pos, orient, obj))
@ -569,13 +571,16 @@ class WorldSessionActor extends Actor with MDCContextAware {
//TODO optimizations against replacing Equipment with the exact same Equipment and potentially for recycling existing Equipment
log.info(s"$tplayer wants to change equipment loadout to their option #${msg.unk1 + 1}")
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.InfantryLoadout, true)))
val beforeHolsters = clearHolsters(tplayer.Holsters().iterator)
val beforeInventory = tplayer.Inventory.Clear()
val dropPred = DropPredicate(tplayer)
val (dropHolsters, beforeHolsters) = clearHolsters(tplayer.Holsters().iterator).partition(dropPred)
val (dropInventory, beforeInventory) = tplayer.Inventory.Clear().partition(dropPred)
val (_, afterHolsters) = holsters.partition(dropPred) //dropped items are lost
val (_, afterInventory) = inventory.partition(dropPred) //dropped items are lost
val beforeFreeHand = tplayer.FreeHand.Equipment
//change suit (clear inventory and change holster sizes; note: holsters must be empty before this point)
Player.SuitSetup(tplayer, exosuit)
tplayer.Armor = tplayer.MaxArmor
//delete everything
//delete everything (not dropped)
beforeHolsters.foreach({ elem =>
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(tplayer.GUID, elem.obj.GUID))
})
@ -606,14 +611,33 @@ class WorldSessionActor extends Actor with MDCContextAware {
case None => ;
}
//draw holsters
holsters.foreach(entry => {
if(exosuit == ExoSuitType.MAX) {
tplayer.DrawnSlot = 0
val (maxWeapons, otherWeapons) = afterHolsters.partition(entry => { entry.obj.Size == EquipmentSize.Max })
taskResolver ! DelayedObjectHeld(tplayer, 0, List(PutEquipmentInSlot(tplayer, maxWeapons.head.obj, 0)))
otherWeapons
}
else {
afterHolsters
}.foreach(entry => {
taskResolver ! PutEquipmentInSlot(tplayer, entry.obj, entry.start)
})
//put items into inventory
inventory.foreach(entry => {
afterInventory.foreach(entry => {
taskResolver ! PutEquipmentInSlot(tplayer, entry.obj, entry.start)
})
//TODO drop items on ground
//drop stuff on ground
val pos = tplayer.Position
val orient = tplayer.Orientation
((dropHolsters ++ dropInventory).map(_.obj)).foreach(obj => {
continent.Ground ! Zone.DropItemOnGround(obj, pos, Vector3(0f, 0f, orient.z))
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectDetachMessage(tplayer.GUID, obj.GUID, pos, 0f, 0f, orient.z)
)
)
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.EquipmentOnGround(tplayer.GUID, pos, orient, obj))
})
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.InfantryLoadout, true)))
case Terminal.LearnCertification(cert, cost) =>
@ -1028,7 +1052,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
import net.psforever.objects.GlobalDefinitions._
player = Player("TestCharacter"+sessionId.toString, PlanetSideEmpire.VS, CharacterGender.Female, 41, 1)
//player.Position = Vector3(3674.8438f, 2726.789f, 91.15625f)
player.Position = Vector3(3523.039f, 2855.5078f, 90.859375f)
//player.Position = Vector3(3523.039f, 2855.5078f, 90.859375f)
player.Position = Vector3(3561.0f, 2854.0f, 90.859375f)
player.Orientation = Vector3(0f, 0f, 90f)
player.Certifications += CertificationType.StandardAssault
player.Certifications += CertificationType.MediumAssault
@ -1051,6 +1076,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
player.Certifications += CertificationType.AirSupport
player.Certifications += CertificationType.GalaxyGunship
player.Certifications += CertificationType.Phantasm
player.Certifications += CertificationType.UniMAX
player.Certifications += CertificationType.InfiltrationSuit
AwardBattleExperiencePoints(player, 1000000L)
// player.ExoSuit = ExoSuitType.MAX //TODO strange issue; divide number above by 10 when uncommenting
player.Slot(0).Equipment = Tool(GlobalDefinitions.StandardPistol(player.Faction))
@ -1342,13 +1369,11 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
case msg @ ObjectHeldMessage(avatar_guid, held_holsters, unk1) =>
val before = player.DrawnSlot
val after = player.DrawnSlot = held_holsters
if(before != after) {
val slot = if(after == Player.HandsDownSlot) { before } else { after }
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ObjectHeld(player.GUID, slot))
}
log.info("ObjectHeld: " + msg)
val before = player.DrawnSlot
if((player.DrawnSlot = held_holsters) != before) {
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ObjectHeld(player.GUID, held_holsters))
}
case msg @ AvatarJumpMessage(state) =>
//log.info("AvatarJump: " + msg)
@ -2133,6 +2158,45 @@ class WorldSessionActor extends Actor with MDCContextAware {
)
}
/**
* After some subtasking is completed, draw a particular slot, as if an `ObjectHeldMessage` packet was sent/received.<br>
* <br>
* The resulting `Task` is most useful for sequencing MAX weaponry when combined with the proper subtasks.
* @param player the player
* @param index the slot to be drawn
* @param priorTasking subtasks that needs to be accomplished first
* @return a `TaskResolver.GiveTask` message
*/
private def DelayedObjectHeld(player : Player, index : Int, priorTasking : List[TaskResolver.GiveTask]) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localPlayer = player
private val localSlot = index
private val localAnnounce = self
private val localService = avatarService
override def isComplete : Task.Resolution.Value = {
if(localPlayer.DrawnSlot == localSlot) {
Task.Resolution.Success
}
else {
Task.Resolution.Incomplete
}
}
def Execute(resolver : ActorRef) : Unit = {
localPlayer.DrawnSlot = localSlot
resolver ! scala.util.Success(this)
}
override def onSuccess() : Unit = {
localAnnounce ! ResponseToSelf(PacketCoding.CreateGamePacket(0, ObjectHeldMessage(localPlayer.GUID, localSlot, true)))
localService ! AvatarServiceMessage(localPlayer.Continent, AvatarAction.ObjectHeld(localPlayer.GUID, localSlot))
}
}, priorTasking
)
}
/**
* After a client has connected to the server, their account is used to generate a list of characters.
* On the character selection screen, each of these characters is made to exist temporarily when one is selected.
@ -2286,6 +2350,18 @@ class WorldSessionActor extends Actor with MDCContextAware {
})
}
/**
* A predicate used to determine if an `InventoryItem` object contains `Equipment` that should be dropped.
* Used to filter through lists of object data before it is placed into a player's inventory.
* @param tplayer the player
* @return true if the item is to be dropped; false, otherwise
*/
def DropPredicate(tplayer : Player) : (InventoryItem => Boolean) = entry => { //drop if Cavern equipment, or is another faction's exclusive equipment
val objDef = entry.obj.Definition
val faction = GlobalDefinitions.isFactionEquipment(objDef)
GlobalDefinitions.isCavernEquipment(objDef) || (faction != tplayer.Faction && faction != PlanetSideEmpire.NEUTRAL)
}
def failWithError(error : String) = {
log.error(error)
sendResponse(PacketCoding.CreateControlPacket(ConnectionClose()))