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https://github.com/2revoemag/PSF-BotServer.git
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expanding Container functionality to include Fit tests; handling LootItemMessage packets
This commit is contained in:
parent
0590b575d0
commit
65c8de0790
4 changed files with 192 additions and 116 deletions
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@ -18,8 +18,6 @@ class LockerContainer extends Equipment with Container {
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def VisibleSlots : Set[Int] = Set.empty[Int]
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def VisibleSlots : Set[Int] = Set.empty[Int]
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def Fit(obj : Equipment) : Option[Int] = inventory.Fit(obj.Definition.Tile)
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def Definition : EquipmentDefinition = GlobalDefinitions.locker_container
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def Definition : EquipmentDefinition = GlobalDefinitions.locker_container
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}
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}
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@ -154,7 +154,7 @@ class Player(private val core : Avatar) extends PlanetSideGameObject with Factio
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def Locker : LockerContainer = core.Locker
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def Locker : LockerContainer = core.Locker
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def Fit(obj : Equipment) : Option[Int] = {
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override def Fit(obj : Equipment) : Option[Int] = {
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recursiveHolsterFit(holsters.iterator, obj.Size) match {
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recursiveHolsterFit(holsters.iterator, obj.Size) match {
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case Some(index) =>
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case Some(index) =>
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Some(index)
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Some(index)
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@ -42,6 +42,10 @@ trait Container {
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*/
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*/
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def Find(guid : PlanetSideGUID) : Option[Int] = Inventory.Find(guid)
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def Find(guid : PlanetSideGUID) : Option[Int] = Inventory.Find(guid)
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def Fit(obj : Equipment) : Option[Int] = Fit(obj.Definition.Tile)
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def Fit(tile : InventoryTile) : Option[Int] = Inventory.Fit(tile)
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/**
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/**
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* A(n imperfect) reference to a generalized pool of the contained objects.<br>
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* A(n imperfect) reference to a generalized pool of the contained objects.<br>
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* <br>
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* <br>
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@ -2113,117 +2113,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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false //abort when too many items at destination or other failure case
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false //abort when too many items at destination or other failure case
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}
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}
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} && indexSlot.Equipment.contains(item)) {
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} && indexSlot.Equipment.contains(item)) {
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log.info(s"MoveItem: $item_guid moved from $source_guid @ $index to $destination_guid @ $dest")
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PerformMoveItem(item, source, index, destination, dest, destItemEntry)
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val player_guid = player.GUID
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val sourceIsNotDestination : Boolean = source != destination //if source is destination, OCDM style is not required
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//remove item from source
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indexSlot.Equipment = None
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source match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item_guid))
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case obj : Player =>
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if(obj.isBackpack || source.VisibleSlots.contains(index)) { //corpse being looted, or item was in hands
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item_guid))
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}
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case _ => ;
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}
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destItemEntry match { //do we have a swap item in the destination slot?
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case Some(InventoryItem(item2, destIndex)) => //yes, swap
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//cleanly shuffle items around to avoid losing icons
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//the next ObjectDetachMessage is necessary to avoid icons being lost, but only as part of this swap
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sendResponse(ObjectDetachMessage(source_guid, item_guid, Vector3.Zero, 0f, 0f, 0f))
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val item2_guid = item2.GUID
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destination.Slot(destIndex).Equipment = None //remove the swap item from destination
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(indexSlot.Equipment = item2) match {
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case Some(_) => //item and item2 swapped places successfully
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log.info(s"MoveItem: $item2_guid swapped to $source_guid @ $index")
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//remove item2 from destination
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sendResponse(ObjectDetachMessage(destination_guid, item2_guid, Vector3.Zero, 0f, 0f, 0f))
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destination match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
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case obj : Player =>
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if(obj.isBackpack || destination.VisibleSlots.contains(dest)) { //corpse being looted, or item was in hands
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item2_guid))
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}
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case _ => ;
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}
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//display item2 in source
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if(sourceIsNotDestination && player == source) {
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val objDef = item2.Definition
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sendResponse(
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ObjectCreateDetailedMessage(
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objDef.ObjectId,
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item2_guid,
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ObjectCreateMessageParent(source_guid, index),
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objDef.Packet.DetailedConstructorData(item2).get
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)
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)
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}
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else {
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sendResponse(ObjectAttachMessage(source_guid, item2_guid, index))
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}
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source match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, source_guid, index, item2))
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case obj : Player =>
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if(source.VisibleSlots.contains(index)) { //item is put in hands
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, source_guid, index, item2))
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}
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else if(obj.isBackpack) { //corpse being given item
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, source_guid, index, item2))
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}
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case _ => ;
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}
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case None => //item2 does not fit; drop on ground
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log.info(s"MoveItem: $item2_guid can not fit in swap location; dropping on ground @ ${source.Position}")
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val pos = source.Position
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val sourceOrientZ = source.Orientation.z
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val orient : Vector3 = Vector3(0f, 0f, sourceOrientZ)
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continent.Actor ! Zone.DropItemOnGround(item2, pos, orient)
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sendResponse(ObjectDetachMessage(destination_guid, item2_guid, pos, 0f, 0f, sourceOrientZ)) //ground
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val objDef = item2.Definition
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destination match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
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case _ => ;
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//Player does not require special case; the act of dropping forces the item and icon to change
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}
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentOnGround(player_guid, pos, orient, objDef.ObjectId, item2_guid, objDef.Packet.ConstructorData(item2).get))
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}
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case None => ;
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}
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//move item into destination slot
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destination.Slot(dest).Equipment = item
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if(sourceIsNotDestination && player == destination) {
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val objDef = item.Definition
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sendResponse(
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ObjectCreateDetailedMessage(
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objDef.ObjectId,
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item_guid,
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ObjectCreateMessageParent(destination_guid, dest),
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objDef.Packet.DetailedConstructorData(item).get
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)
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)
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}
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else {
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sendResponse(ObjectAttachMessage(destination_guid, item_guid, dest))
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}
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destination match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, destination_guid, dest, item))
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case obj : Player =>
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if(destination.VisibleSlots.contains(dest)) { //item is put in hands
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, destination_guid, dest, item))
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}
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else if(obj.isBackpack) { //corpse being given item
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, destination_guid, dest, item))
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}
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case _ => ;
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}
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}
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}
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else if(!indexSlot.Equipment.contains(item)) {
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else if(!indexSlot.Equipment.contains(item)) {
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log.error(s"MoveItem: wanted to move $item_guid, but found unexpected ${indexSlot.Equipment.get} at source location")
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log.error(s"MoveItem: wanted to move $item_guid, but found unexpected ${indexSlot.Equipment.get} at source location")
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@ -2250,7 +2140,39 @@ class WorldSessionActor extends Actor with MDCContextAware {
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}
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}
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case msg @ LootItemMessage(item_guid, target_guid) =>
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case msg @ LootItemMessage(item_guid, target_guid) =>
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log.info("LootItem: " + msg)
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log.info(s"LootItem: $msg")
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(continent.GUID(item_guid), continent.GUID(target_guid)) match {
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case (Some(item : Equipment), Some(target : Container)) =>
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//figure out the source
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(
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{
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val findFunc : PlanetSideGameObject with Container => Option[(PlanetSideGameObject with Container, Option[Int])] = FindInLocalContainer(item_guid)
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findFunc(player.Locker)
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.orElse(findFunc(player))
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.orElse(accessedContainer match {
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case Some(parent) =>
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findFunc(parent)
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case None =>
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None
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}
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)
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}, target.Fit(item)) match {
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case (Some((source, Some(index))), Some(dest)) =>
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PerformMoveItem(item, source, index, target, dest, None)
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case (None, _) =>
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log.error(s"LootItem: can not find where $item is put currently")
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case (_, None) =>
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log.error(s"LootItem: can not find somwhere to put $item in $target")
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case _ =>
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log.error(s"LootItem: wanted to move $item_guid to $target_guid, but multiple problems were encountered")
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}
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case (Some(obj), _) =>
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log.warn(s"LootItem: item $obj is (probably) not lootable")
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case (None, _) =>
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log.warn(s"LootItem: can not find $item_guid")
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case (_, None) =>
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log.warn(s"LootItem: can not find where to put $item_guid")
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}
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case msg @ AvatarImplantMessage(_, _, _, _) => //(player_guid, unk1, unk2, implant) =>
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case msg @ AvatarImplantMessage(_, _, _, _) => //(player_guid, unk1, unk2, implant) =>
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log.info("AvatarImplantMessage: " + msg)
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log.info("AvatarImplantMessage: " + msg)
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@ -2286,6 +2208,13 @@ class WorldSessionActor extends Actor with MDCContextAware {
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}
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}
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}
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}
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case Some(obj : Player) =>
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if(obj.isBackpack) {
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log.info(s"UseItem: $player looting the corpse of $obj")
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sendResponse(UseItemMessage(avatar_guid, unk1, object_guid, unk2, unk3, unk4, unk5, unk6, unk7, unk8, itemType))
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accessedContainer = Some(obj)
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}
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case Some(obj : Locker) =>
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case Some(obj : Locker) =>
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if(player.Faction == obj.Faction) {
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if(player.Faction == obj.Faction) {
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log.info(s"UseItem: $player accessing a locker")
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log.info(s"UseItem: $player accessing a locker")
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@ -2385,7 +2314,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
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}
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}
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case msg @ UnuseItemMessage(player_guid, object_guid) =>
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case msg @ UnuseItemMessage(player_guid, object_guid) =>
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log.info("UnuseItem: " + msg)
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log.info(s"UnuseItem: $msg")
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//TODO check for existing accessedContainer value?
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continent.GUID(object_guid) match {
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continent.GUID(object_guid) match {
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case Some(obj : Vehicle) =>
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case Some(obj : Vehicle) =>
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if(obj.AccessingTrunk.contains(player.GUID)) {
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if(obj.AccessingTrunk.contains(player.GUID)) {
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@ -3485,6 +3415,150 @@ class WorldSessionActor extends Actor with MDCContextAware {
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)
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)
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}
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}
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/**
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* Given an item, and two places, one where the item currently is and one where the item will be moved,
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* perform a controlled transfer of the item.
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* If something exists at the `destination` side of the transfer in the position that `item` will occupy,
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* resolve its location as well by swapping it with where `item` originally was positioned.<br>
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* <br>
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* Parameter checks will not be performed.
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* Do perform checks before sending data to this function.
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* Do not call with incorrect or unverified data, e.g., `item` not actually being at `source` @ `index`.
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* @param item the item being moved
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* @param source the container in which `item` is currently located
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* @param index the index position in `source` where `item` is currently located
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* @param destination the container where `item` is being moved
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* @param dest the index position in `destination` where `item` is being moved
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* @param destinationCollisionEntry information about the contents in an area of `destination` starting at index `dest`
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*/
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private def PerformMoveItem(item : Equipment,
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source : PlanetSideGameObject with Container,
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index : Int,
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destination : PlanetSideGameObject with Container,
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dest : Int,
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destinationCollisionEntry : Option[InventoryItem]) : Unit = {
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val item_guid = item.GUID
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val source_guid = source.GUID
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val destination_guid = destination.GUID
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val indexSlot = source.Slot(index)
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val player_guid = player.GUID
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val sourceIsNotDestination : Boolean = source != destination //if source is destination, OCDM style is not required
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if(sourceIsNotDestination) {
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log.info(s"MoveItem: $item moved from $source @ $index to $destination @ $dest")
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}
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else {
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log.info(s"MoveItem: $item moved from $index to $dest in $source")
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}
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//remove item from source
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indexSlot.Equipment = None
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source match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item_guid))
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case obj : Player =>
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if(obj.isBackpack || source.VisibleSlots.contains(index)) { //corpse being looted, or item was in hands
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item_guid))
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}
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case _ => ;
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}
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destinationCollisionEntry match { //do we have a swap item in the destination slot?
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case Some(InventoryItem(item2, destIndex)) => //yes, swap
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//cleanly shuffle items around to avoid losing icons
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//the next ObjectDetachMessage is necessary to avoid icons being lost, but only as part of this swap
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sendResponse(ObjectDetachMessage(source_guid, item_guid, Vector3.Zero, 0f, 0f, 0f))
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val item2_guid = item2.GUID
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destination.Slot(destIndex).Equipment = None //remove the swap item from destination
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(indexSlot.Equipment = item2) match {
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case Some(_) => //item and item2 swapped places successfully
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log.info(s"MoveItem: $item2 swapped to $source @ $index")
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//remove item2 from destination
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sendResponse(ObjectDetachMessage(destination_guid, item2_guid, Vector3.Zero, 0f, 0f, 0f))
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destination match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
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case obj : Player =>
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if(obj.isBackpack || destination.VisibleSlots.contains(dest)) { //corpse being looted, or item was in hands
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item2_guid))
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}
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case _ => ;
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}
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//display item2 in source
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if(sourceIsNotDestination && player == source) {
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val objDef = item2.Definition
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sendResponse(
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ObjectCreateDetailedMessage(
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objDef.ObjectId,
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item2_guid,
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ObjectCreateMessageParent(source_guid, index),
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objDef.Packet.DetailedConstructorData(item2).get
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)
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)
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}
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else {
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sendResponse(ObjectAttachMessage(source_guid, item2_guid, index))
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}
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source match {
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case obj : Vehicle =>
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vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, source_guid, index, item2))
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case obj : Player =>
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if(source.VisibleSlots.contains(index)) { //item is put in hands
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, source_guid, index, item2))
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}
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else if(obj.isBackpack) { //corpse being given item
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, source_guid, index, item2))
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}
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case _ => ;
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}
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case None => //item2 does not fit; drop on ground
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log.info(s"MoveItem: $item2 can not fit in swap location; dropping on ground @ ${source.Position}")
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||||||
|
val pos = source.Position
|
||||||
|
val sourceOrientZ = source.Orientation.z
|
||||||
|
val orient : Vector3 = Vector3(0f, 0f, sourceOrientZ)
|
||||||
|
continent.Actor ! Zone.DropItemOnGround(item2, pos, orient)
|
||||||
|
sendResponse(ObjectDetachMessage(destination_guid, item2_guid, pos, 0f, 0f, sourceOrientZ)) //ground
|
||||||
|
val objDef = item2.Definition
|
||||||
|
destination match {
|
||||||
|
case obj : Vehicle =>
|
||||||
|
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
|
||||||
|
case _ => ;
|
||||||
|
//Player does not require special case; the act of dropping forces the item and icon to change
|
||||||
|
}
|
||||||
|
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentOnGround(player_guid, pos, orient, objDef.ObjectId, item2_guid, objDef.Packet.ConstructorData(item2).get))
|
||||||
|
}
|
||||||
|
|
||||||
|
case None => ;
|
||||||
|
}
|
||||||
|
//move item into destination slot
|
||||||
|
destination.Slot(dest).Equipment = item
|
||||||
|
if(sourceIsNotDestination && player == destination) {
|
||||||
|
val objDef = item.Definition
|
||||||
|
sendResponse(
|
||||||
|
ObjectCreateDetailedMessage(
|
||||||
|
objDef.ObjectId,
|
||||||
|
item_guid,
|
||||||
|
ObjectCreateMessageParent(destination_guid, dest),
|
||||||
|
objDef.Packet.DetailedConstructorData(item).get
|
||||||
|
)
|
||||||
|
)
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
sendResponse(ObjectAttachMessage(destination_guid, item_guid, dest))
|
||||||
|
}
|
||||||
|
destination match {
|
||||||
|
case obj : Vehicle =>
|
||||||
|
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, destination_guid, dest, item))
|
||||||
|
case obj : Player =>
|
||||||
|
if(destination.VisibleSlots.contains(dest)) { //item is put in hands
|
||||||
|
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, destination_guid, dest, item))
|
||||||
|
}
|
||||||
|
else if(obj.isBackpack) { //corpse being given item
|
||||||
|
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, destination_guid, dest, item))
|
||||||
|
}
|
||||||
|
case _ => ;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* After a weapon has finished shooting, determine if it needs to be sorted in a special way.
|
* After a weapon has finished shooting, determine if it needs to be sorted in a special way.
|
||||||
* @param tool a weapon
|
* @param tool a weapon
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue