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Removed duplicate code by moving the logic of Container around; removed duplicate code by producing a functional inventory search algorithm that handles both ammunition and weapon magazine options; corrected tests
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8 changed files with 140 additions and 173 deletions
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@ -1728,7 +1728,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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do {
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val requestedAmmoType = tool.NextAmmoType
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if(requestedAmmoType != tool.AmmoSlot.Box.AmmoType) {
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FindReloadAmmunition(obj, requestedAmmoType, fullMagazine).reverse match {
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FindEquipmentStock(obj, FindAmmoBoxThatUses(requestedAmmoType), fullMagazine, CountAmmunition).reverse match {
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case Nil => ;
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case x :: xs =>
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val (deleteFunc, modifyFunc) : ((Int, AmmoBox)=>Unit, (AmmoBox, Int)=>Unit) = obj match {
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@ -1947,10 +1947,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
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val magazineSize : Int = tool.MaxMagazine
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val reloadValue : Int = magazineSize - currentMagazine
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if(magazineSize > 0 && reloadValue > 0) {
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FindReloadAmmunition(obj, tool.AmmoType, reloadValue).reverse match {
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FindEquipmentStock(obj, FindAmmoBoxThatUses(tool.AmmoType), reloadValue, CountAmmunition).reverse match {
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case Nil =>
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log.warn(s"ReloadMessage: no ammunition could be found for $item_guid")
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case list @ x :: xs =>
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case x :: xs =>
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val (deleteFunc, modifyFunc) : ((Int, AmmoBox)=>Unit, (AmmoBox, Int)=>Unit) = obj match {
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case (veh : Vehicle) =>
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(DeleteAmmunitionInVehicle(veh), ModifyAmmunitionInVehicle(veh))
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@ -3233,58 +3233,103 @@ class WorldSessionActor extends Actor with MDCContextAware {
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def FindWeapon : Option[Tool] = FindContainedWeapon._2
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/**
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* Within a specified `Container`, find the smallest number of `AmmoBox` objects of a certain type of `Ammo`
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* whose sum capacities is greater than, or equal to, a `desiredAmount`.<br>
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* Within a specified `Container`, find the smallest number of `Equipment` objects of a certain qualifying type
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* whose sum count is greater than, or equal to, a `desiredAmount` based on an accumulator method.<br>
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* <br>
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* In an occupied `List` of returned `Inventory` entries, all but the last entry is considered emptied.
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* The last entry may require having its `Capacity` be set to a non-zero number.
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* In an occupied `List` of returned `Inventory` entries, all but the last entry is typically considered "emptied."
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* For objects with contained quantities, the last entry may require having that quantity be set to a non-zero number.
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* @param obj the `Container` to search
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* @param ammoType the type of `Ammo` to search for
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* @param desiredAmount how much ammunition is requested to be found
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* @return a `List` of all discovered entries totaling approximately the amount of the requested `Ammo`
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* @param filterTest test used to determine inclusivity of `Equipment` collection
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* @param desiredAmount how much is requested
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* @param counting test used to determine value of found `Equipment`;
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* defaults to one per entry
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* @return a `List` of all discovered entries totaling approximately the amount requested
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*/
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def FindReloadAmmunition(obj : Container, ammoType : Ammo.Value, desiredAmount : Int) : List[InventoryItem] = {
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def FindEquipmentStock(obj : Container,
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filterTest : (Equipment)=>Boolean,
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desiredAmount : Int,
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counting : (Equipment)=>Int = DefaultCount) : List[InventoryItem] = {
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var currentAmount : Int = 0
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obj.Inventory.Items
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.map({ case ((_, item)) => item })
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.filter(obj => {
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obj.obj match {
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case (box : AmmoBox) =>
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box.AmmoType == ammoType
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case _ =>
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false
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}
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})
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.filter(item => filterTest(item.obj))
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.toList
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.sortBy(_.start)
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.takeWhile(entry => {
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val previousAmount = currentAmount
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currentAmount += entry.obj.asInstanceOf[AmmoBox].Capacity
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currentAmount += counting(entry.obj)
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previousAmount < desiredAmount
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})
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}
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def FindRestock(obj : Container, filterTest : (Equipment)=>Boolean, desiredAmount : Int) : List[InventoryItem] = {
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var currentAmount : Int = 0
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obj.Inventory.Items
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.map({ case ((_, item)) => item })
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.filter(obj => filterTest(obj.obj))
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.toList
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.sortBy(_.start)
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.takeWhile(entry => {
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val previousAmount = currentAmount
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currentAmount += (entry.obj match {
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case obj : AmmoBox =>
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obj.Capacity
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case obj : Tool =>
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if(GlobalDefinitions.isGrenade(obj.Definition)) {
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obj.Magazine
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}
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else {
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1
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}
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})
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previousAmount < desiredAmount
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})
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/**
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* The default counting function for an item.
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* Counts the number of item(s).
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* @param e the `Equipment` object
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* @return the quantity;
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* always one
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*/
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def DefaultCount(e : Equipment) : Int = 1
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/**
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* The counting function for an item of `AmmoBox`.
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* Counts the `Capacity` of the ammunition.
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* @param e the `Equipment` object
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* @return the quantity
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*/
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def CountAmmunition(e : Equipment) : Int = {
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e match {
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case a : AmmoBox =>
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a.Capacity
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case _ =>
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0
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}
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}
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/**
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* The counting function for an item of `Tool` where the item is also a grenade.
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* Counts the number of grenades.
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* @see `GlobalDefinitions.isGrenade`
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* @param e the `Equipment` object
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* @return the quantity
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*/
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def CountGrenades(e : Equipment) : Int = {
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e match {
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case t : Tool =>
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(GlobalDefinitions.isGrenade(t.Definition):Int) * t.Magazine
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case _ =>
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0
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}
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}
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/**
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* Flag an `AmmoBox` object that matches for the given ammunition type.
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* @param ammo the type of `Ammo` to check
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* @param e the `Equipment` object
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* @return `true`, if the object is an `AmmoBox` of the correct ammunition type; `false`, otherwise
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*/
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def FindAmmoBoxThatUses(ammo : Ammo.Value)(e : Equipment) : Boolean = {
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e match {
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case t : AmmoBox =>
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t.AmmoType == ammo
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case _ =>
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false
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}
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}
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/**
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* Flag a `Tool` object that matches for loading the given ammunition type.
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* @param ammo the type of `Ammo` to check
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* @param e the `Equipment` object
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* @return `true`, if the object is a `Tool` that loads the correct ammunition type; `false`, otherwise
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*/
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def FindToolThatUses(ammo : Ammo.Value)(e : Equipment) : Boolean = {
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e match {
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case t : Tool =>
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t.Definition.AmmoTypes.map { _.AmmoType }.contains(ammo)
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case _ =>
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false
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}
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}
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/**
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@ -3427,9 +3472,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
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//TODO this is temporary and will be replaced by more appropriate functionality in the future.
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val tdef = tool.Definition
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if(GlobalDefinitions.isGrenade(tdef)) {
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val findGrenades : (Equipment)=>Boolean = FindGrenadesLike(tool.AmmoType)
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FindRestock(player, findGrenades, 3) match {
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val ammoType = tool.AmmoType
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FindEquipmentStock(player, FindToolThatUses(ammoType), 3, CountGrenades).reverse match { //do not search sidearm holsters
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case Nil =>
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log.info(s"no more $ammoType grenades")
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taskResolver ! RemoveEquipmentFromSlot(player, tool, player.Find(tool).get)
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case x :: xs => //this is similar to ReloadMessage
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@ -3444,7 +3490,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
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ModifyAmmunition(player)(box.AmmoSlot.Box, 3 - tailReloadValue)
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3
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})
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ModifyAmmunition(player)(tool.AmmoSlot.Box, -actualReloadValue) //grenades already in holster (negative because empty)
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log.info(s"found $actualReloadValue more $ammoType grenades to throw")
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ModifyAmmunition(player)(tool.AmmoSlot.Box, -actualReloadValue) //grenade item already in holster (negative because empty)
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xs.foreach(item => {
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taskResolver ! RemoveEquipmentFromSlot(player, item.obj, item.start)
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})
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@ -3455,15 +3502,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
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}
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}
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def FindGrenadesLike(grenadeType : Ammo.Value)(e : Equipment) : Boolean = {
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e match {
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case t : Tool =>
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t.AmmoType == grenadeType
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case _ =>
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false
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}
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}
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/**
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* A predicate used to determine if an `InventoryItem` object contains `Equipment` that should be dropped.
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* Used to filter through lists of object data before it is placed into a player's inventory.
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@ -3679,7 +3717,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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/**
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* An event has occurred that would cause the player character to stop certain stateful activities.
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* These activities include shooting, weapon drawing, hacking, accessing (a container), flying, and running.
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* These activities include shooting, the weapon being drawn, hacking, accessing (a container), flying, and running.
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* Other players in the same zone must be made aware that the player has stopped as well.<br>
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* <br>
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* Things whose configuration should not be changed:<br>
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