wrote aggravated damage properties into the definitions of projectiles that convey them; basic workflow for aggravation from projectile damage is in place, but not tested

This commit is contained in:
FateJH 2020-07-14 00:14:43 -04:00
parent 5c8331ed9b
commit 811c7b09b5
6 changed files with 233 additions and 65 deletions

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@ -0,0 +1,10 @@
// Copyright (c) 2020 PSForever
package net.psforever.objects.avatar
object Aura extends Enumeration {
final val None = Value(0)
final val Plasma = Value(1)
final val Comet = Value(2)
final val Napalm = Value(4)
final val Fire = Value(8)
}

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@ -0,0 +1,130 @@
// Copyright (c) 2020 PSForever
package net.psforever.objects.avatar
import akka.actor.{Actor, Cancellable}
import net.psforever.objects.Player
import net.psforever.objects.ballistics.{AggravatedDamage, AggravatedInfo, ResolvedProjectile}
import net.psforever.objects.vital.DamageType
import scala.collection.mutable
import scala.concurrent.duration._
import scala.concurrent.ExecutionContext.Implicits.global
trait AuraEffectBehavior {
_ : Actor =>
private var activeEffectIndex : Long = 0
private var effectsToIds : mutable.HashMap[Aura.Value, List[Long]] = mutable.HashMap.empty[Aura.Value, List[Long]]
private var idsToTimers : mutable.LongMap[Cancellable] = mutable.LongMap.empty[Cancellable]
private var idsToEntries : mutable.LongMap[AuraEffectBehavior.Entry] = mutable.LongMap.empty[AuraEffectBehavior.Entry]
def AuraTargetObject : Player
val auraBehavior : Receive = {
case AuraEffectBehavior.Aggravate(id, 0) =>
CleanupEffect(id) match {
case Aura.None => ;
case _ => UpdateAggravatedEffect(AuraTargetObject)
}
case AuraEffectBehavior.Aggravate(id, iteration) => ;
idsToTimers.remove(id) match {
case Some(timer) => timer.cancel
case _ => ;
}
idsToEntries.get(id) match {
case Some(entry) =>
//TODO stuff ...
idsToTimers += id -> context.system.scheduler.scheduleOnce(
entry.effect.infliction_rate milliseconds, self, AuraEffectBehavior.Aggravate(id, iteration - 1))
case _ => ;
}
}
def AggravationEffect(data : ResolvedProjectile) : Unit = {
data.projectile.profile.Aggravated match {
case Some(damage)
if data.projectile.profile.ProjectileDamageType == DamageType.Aggravated && damage.effect_type != Aura.None =>
AggravationEffect(damage, data)
case _ => ;
}
}
private def AggravationEffect(aggravation : AggravatedDamage, data : ResolvedProjectile) : Unit = {
val effect = aggravation.effect_type
val obj = AuraTargetObject
if(obj.Aura.contains(effect)) { //TODO cumulative?
SetupAggravationEntry(aggravation)
}
else if(obj.Aura.diff(obj.AddEffectToAura(effect)).contains(effect)) {
SetupAggravationEntry(aggravation)
UpdateAggravatedEffect(obj)
}
}
private def SetupAggravationEntry(aggravation : AggravatedDamage) : Unit = {
val effect = aggravation.effect_type
aggravation.info.foreach { infos =>
//get unused id
val id = activeEffectIndex
activeEffectIndex += 1
//pair aura effect with id
effectsToIds.get(effect) match {
case None | Some(Nil) => effectsToIds += effect -> List(id)
case Some(list) => effectsToIds -> (list :+ id)
}
//pair id with entry
idsToEntries += id -> AuraEffectBehavior.Entry(id, infos, aggravation, 0)
//pair id with timer
val iterations = (aggravation.duration / infos.infliction_rate).toInt
idsToTimers += id -> context.system.scheduler.scheduleOnce(infos.infliction_rate milliseconds, self, AuraEffectBehavior.Aggravate(id, iterations))
}
}
def CleanupEffect(id : Long) : Aura.Value = {
//remove and cancel timer
idsToTimers.remove(id) match {
case Some(timer) => timer.cancel
case _ => ;
}
//remove entry and cache effect
val out = idsToEntries.remove(id) match {
case Some(entry) => entry.aggravation.effect_type
case _ => Aura.None
}
//remove id and, if now unsupported, effect
(effectsToIds.get(out) match {
case Some(list) => (out, list.filterNot(_ == id))
case _ => (Aura.None, Nil)
}) match {
case (Aura.None, _) =>
Aura.None
case (effect, Nil) =>
effectsToIds.remove(effect)
effect
case (effect, list) =>
effectsToIds += effect -> list
Aura.None
}
}
def EndAllEffects() : Unit = {
idsToEntries.clear
idsToTimers.values.foreach { _.cancel }
idsToTimers.clear
effectsToIds.clear
UpdateAggravatedEffect(AuraTargetObject)
}
def UpdateAggravatedEffect(target : Player) : Unit = {
import services.avatar.{AvatarAction, AvatarServiceMessage}
val zone = target.Zone
val value = target.Aura.foldLeft(0)(_ + _.id)
zone.AvatarEvents ! AvatarServiceMessage(zone.Id, AvatarAction.PlanetsideAttributeToAll(target.GUID, 54, value))
}
}
object AuraEffectBehavior {
private case class Entry(id : Long, effect : AggravatedInfo, aggravation : AggravatedDamage, damage : Any)
private case class Aggravate(id : Long, iteration : Int)
}

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@ -1,13 +1,9 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.ballistics
import net.psforever.objects.avatar.Aura
import net.psforever.objects.vital.DamageType
object AggravatedEffect extends Enumeration {
type Type = Value
val Comet, Fire, Plasma, Napalm, None = Value
}
final case class AggravatedInfo(damage_type : DamageType.Value,
degradation_percentage : Float,
infliction_rate : Long) {
@ -15,7 +11,7 @@ final case class AggravatedInfo(damage_type : DamageType.Value,
}
final case class AggravatedDamage(info : List[AggravatedInfo],
effect_type : AggravatedEffect.Value,
effect_type : Aura.Value,
duration : Long,
max_factor : Float,
cumulative_damage_degrade : Boolean,
@ -23,13 +19,13 @@ final case class AggravatedDamage(info : List[AggravatedInfo],
object AggravatedDamage {
def apply(info : AggravatedInfo,
effect_type : AggravatedEffect.Value,
effect_type : Aura.Value,
duration : Long,
max_factor : Float) : AggravatedDamage =
AggravatedDamage(List(info), effect_type, duration, max_factor, cumulative_damage_degrade = true, vanu_aggravated = false)
def apply(info : AggravatedInfo,
effect_type : AggravatedEffect.Value,
effect_type : Aura.Value,
duration : Long,
max_factor : Float,
vanu_aggravated : Boolean) : AggravatedDamage =