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added proper comments; changed name of case class
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@ -8,23 +8,50 @@ import scodec.codecs._
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import shapeless.{::, HNil}
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/**
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* na
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* @param pos the position to move the character to in the world environment (in three coordinates)
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* Instructs an avatar to be stood, to look, and to move, in a certain way.<br>
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* <br>
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* The position defines a coordinate location in the avatar's current zone to which the avatar is immediately moved
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* This movement is instantaneous and has no associated animation.
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* If velocity is defined, the avatar is provided an "external force" that "pushes" the avatar in a given direction.
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* This external force is not accumulative.
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* Also, the external force is only applied once the avatar is set to the provided position.<br>
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* <br>
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* `viewYawLim` defines a "range of angles" that the avatar may look centered on the supplied angle.
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* The avatar must be facing within 60-degrees of that direction, subjectively his left or his right.
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* The avatar's view is immediately set to the closest 60-degree mark if it is outside of that range.
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* The absolute angular displacement of the avatar is considered before applying this corrective behavior.
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* After rotating any number of times:
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* stopping in a valid part of the range is acceptable;
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* stopping in an invalid part of the range will cause the avatar to align to the __earliest__ still-valid 60-degree mark.
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* For that reason, even if the avatar's final angle is closest to the "left mark," it may re-align to the "right mark."
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* This also resets the avatar's angular displacement.
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* @param pos the position to move the character to in the world environment
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* @param viewYawLim an angle with respect to the horizon towards which the avatar is looking (to some respect)
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* @param vel the velocity to apply to to the character at the given position (in three coordinates)
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* @param vel if defined, the velocity to apply to to the character at the given position
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*/
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final case class PlayerState(pos : Vector3,
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final case class ShiftState(pos : Vector3,
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viewYawLim : Int,
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vel : Option[Vector3])
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/**
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* Force the client's character to adhere to the influence of specific external stimulus.
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* @param unk1 na
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* @param state the state to influence the character with respect to his environment in the current zone
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* Push specific motion-based stimuli on a specific character.<br>
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* <br>
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* `PlayerStateMessageUpstream` involves data transmitted from a client to the server regarding its avatar.
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* `PlayerStateMessage` involves data transmitted from the server to the clients regarding characters other than that client's avatar.
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* `PlayerStateShiftMessage` involves data transmitted from the server to a client about that client's avatar.
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* It temporarily asserts itself before normal player movement and asserts specific placement and motion.
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* An application of this packet is being `/warp`ed within a zone via a non-triggering agent (like a teleporter).
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* Another, more common, application of this packet is being thrown about when the target of an attempted roadkill.<br>
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* <br>
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* Exploration:<br>
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* What do the leading and trailing values do?
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* @param unk1 na;
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* seems to have different purposes depending on whether `state` is defined
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* @param state if defined, the behaviors to influence the character
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* @param unk2 na
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*/
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final case class PlayerStateShiftMessage(unk1 : Int,
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state : Option[PlayerState],
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state : Option[ShiftState],
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unk2 : Boolean)
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extends PlanetSideGamePacket {
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type Packet = TimeOfDayMessage
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@ -32,60 +59,58 @@ final case class PlayerStateShiftMessage(unk1 : Int,
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def encode = PlayerStateShiftMessage.encode(this)
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}
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object PlayerState extends Marshallable[PlayerState] {
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object ShiftState extends Marshallable[ShiftState] {
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/**
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* An abbreviated constructor for creating `PlayerState`, assuming velocity is not applied.
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* @param pos the position of the character in the world environment (in three coordinates)
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* An abbreviated constructor for creating `ShiftState`, assuming velocity is not applied.
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* @param pos the position of the character in the world environment
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* @param viewYawLim an angle with respect to the horizon towards which the avatar is looking (to some respect)
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* @param vel the velocity to apply to to the character at the given position (in three coordinates)
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* @return a `PlayerState` object
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* @param vel the velocity to apply to to the character at the given position
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* @return a `ShiftState` object
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*/
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def apply(pos : Vector3, viewYawLim : Int, vel : Vector3) : PlayerState =
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PlayerState(pos, viewYawLim, Some(vel))
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def apply(pos : Vector3, viewYawLim : Int, vel : Vector3) : ShiftState =
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ShiftState(pos, viewYawLim, Some(vel))
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/**
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* An abbreviated constructor for creating `PlayerState`, removing the optional condition of all parameters.
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* @param pos the position of the character in the world environment (in three coordinates)
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* An abbreviated constructor for creating `ShiftState`, removing the optional condition of all parameters.
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* @param pos the position of the character in the world environment
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* @param viewYawLim an angle with respect to the horizon towards which the avatar is looking (to some respect)
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* @return a `PlayerState` object
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* @return a `ShiftState` object
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*/
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def apply(pos : Vector3, viewYawLim : Int) : PlayerState =
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PlayerState(pos, viewYawLim, None)
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def apply(pos : Vector3, viewYawLim : Int) : ShiftState =
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ShiftState(pos, viewYawLim, None)
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implicit val codec : Codec[PlayerState] = (
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implicit val codec : Codec[ShiftState] = (
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("pos" | Vector3.codec_pos) ::
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("unk2" | uint8L) ::
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(bool >>:~ { test =>
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ignore(0) ::
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conditional(test, "pos" | Vector3.codec_vel)
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})
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).xmap[PlayerState] (
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("unk2" | uint8L) ::
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(bool >>:~ { test =>
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ignore(0) ::
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conditional(test, "pos" | Vector3.codec_vel)
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})
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).xmap[ShiftState] (
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{
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case a :: b :: false :: _ :: None :: HNil =>
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PlayerState(a, b, None)
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ShiftState(a, b, None)
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case a :: b :: true :: _ :: Some(vel) :: HNil =>
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PlayerState(a, b, Some(vel))
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ShiftState(a, b, Some(vel))
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},
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{
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case PlayerState(a, b, None) =>
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case ShiftState(a, b, None) =>
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a :: b :: false :: () :: None :: HNil
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case PlayerState(a, b, Some(vel)) =>
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case ShiftState(a, b, Some(vel)) =>
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a :: b :: true :: () :: Some(vel) :: HNil
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}
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).as[PlayerState]
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).as[ShiftState]
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}
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object PlayerStateShiftMessage extends Marshallable[PlayerStateShiftMessage] {
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private type pattern = Int :: Option[PlayerState] :: Boolean :: HNil
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/**
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* An abbreviated constructor for creating `PlayerStateShiftMessage`, removing the optional condition of `state`.
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* @param unk1 na
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* @param state the state to which to influence the character with respect to his environment in the current zone
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* @param state the behaviors to influence the character
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* @param unk2 na
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* @return a `PlayerStateShiftMessage` packet
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*/
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def apply(unk1 : Int, state : PlayerState, unk2 : Boolean) : PlayerStateShiftMessage =
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def apply(unk1 : Int, state : ShiftState, unk2 : Boolean) : PlayerStateShiftMessage =
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PlayerStateShiftMessage(unk1, Some(state), unk2)
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/**
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@ -98,9 +123,9 @@ object PlayerStateShiftMessage extends Marshallable[PlayerStateShiftMessage] {
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PlayerStateShiftMessage(unk1, None, unk2)
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implicit val codec : Codec[PlayerStateShiftMessage] = (
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bool >>:~ { test1 =>
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bool >>:~ { test =>
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("unk1" | uintL(3)) ::
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conditional(test1, "pos" | PlayerState.codec) ::
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conditional(test, "state" | ShiftState.codec) ::
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("unk2" | bool)
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}).xmap[PlayerStateShiftMessage] (
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{
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@ -587,7 +587,7 @@ class GamePacketTest extends Specification {
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"encode (pos)" in {
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val msg = PlayerStateShiftMessage(1,
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PlayerState(Vector3(4624.703f, 5922.1484f, 46.171875f), 255),
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ShiftState(Vector3(4624.703f, 5922.1484f, 46.171875f), 255),
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false)
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val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
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@ -596,7 +596,7 @@ class GamePacketTest extends Specification {
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"encode (pos and vel)" in {
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val msg = PlayerStateShiftMessage(2,
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PlayerState(Vector3(4645.75f, 5811.6016f, 50.3125f), 14, Vector3(2.8125f, -8.0f, 0.375f)),
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ShiftState(Vector3(4645.75f, 5811.6016f, 50.3125f), 14, Vector3(2.8125f, -8.0f, 0.375f)),
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false)
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val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
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