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Merge branch 'player-shift'
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commit
84265d8d45
3 changed files with 210 additions and 1 deletions
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@ -543,7 +543,7 @@ object GamePacketOpcode extends Enumeration {
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case 0xbb => noDecoder(MapObjectStateBlockMessage)
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case 0xbc => noDecoder(SnoopMsg)
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case 0xbd => game.PlayerStateMessageUpstream.decode
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case 0xbe => noDecoder(PlayerStateShiftMessage)
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case 0xbe => game.PlayerStateShiftMessage.decode
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case 0xbf => noDecoder(ZipLineMessage)
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// OPCODES 0xc0-cf
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@ -0,0 +1,136 @@
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// Copyright (c) 2016 PSForever.net to present
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package net.psforever.packet.game
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import net.psforever.packet.{GamePacketOpcode, Marshallable, PlanetSideGamePacket}
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import net.psforever.types.Vector3
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import scodec.{Attempt, Codec, Err}
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import scodec.codecs._
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import shapeless.{::, HNil}
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/**
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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 unk na
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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 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 ShiftState(unk : Int,
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pos : Vector3,
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viewYawLim : Int,
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vel : Option[Vector3])
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/**
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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.
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* @param state if defined, the behaviors to influence the character
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* @param unk na
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*/
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final case class PlayerStateShiftMessage(state : Option[ShiftState],
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unk : Option[Int] = None)
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extends PlanetSideGamePacket {
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type Packet = TimeOfDayMessage
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def opcode = GamePacketOpcode.PlayerStateShiftMessage
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def encode = PlayerStateShiftMessage.encode(this)
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}
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object ShiftState extends Marshallable[ShiftState] {
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/**
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* An abbreviated constructor for creating `ShiftState`, assuming velocity is not applied.
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* @param unk na
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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
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* @return a `ShiftState` object
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*/
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def apply(unk : Int, pos : Vector3, viewYawLim : Int, vel : Vector3) : ShiftState =
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ShiftState(unk, pos, viewYawLim, Some(vel))
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/**
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* An abbreviated constructor for creating `ShiftState`, removing the optional condition of all parameters.
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* @param unk na
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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 `ShiftState` object
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*/
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def apply(unk : Int, pos : Vector3, viewYawLim : Int) : ShiftState =
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ShiftState(unk, pos, viewYawLim, None)
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implicit val codec : Codec[ShiftState] = (
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("unk1" | uintL(3)) ::
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("pos" | Vector3.codec_pos) ::
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("viewYawLim" | uint8L) ::
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optional(bool, "pos" | Vector3.codec_vel)
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).xmap[ShiftState] (
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{
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case a :: b :: c :: d :: HNil =>
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ShiftState(a, b, c, d)
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},
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{
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case ShiftState(a, b, c, d) =>
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a :: b :: c :: d :: HNil
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}
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).as[ShiftState]
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}
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object PlayerStateShiftMessage extends Marshallable[PlayerStateShiftMessage] {
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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 state the behaviors to influence the character
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* @param unk na
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* @return a `PlayerStateShiftMessage` packet
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*/
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def apply(state : ShiftState, unk : Int) : PlayerStateShiftMessage =
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PlayerStateShiftMessage(Some(state), Some(unk))
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/**
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* An abbreviated constructor for creating `PlayerStateShiftMessage`, removing the optional condition of `unk2`.
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* @param state the behaviors to influence the character
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* @return a `PlayerStateShiftMessage` packet
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*/
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def apply(state : ShiftState) : PlayerStateShiftMessage =
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PlayerStateShiftMessage(Some(state), None)
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/**
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* An abbreviated constructor for creating `PlayerStateShiftMessage`, assuming the parameters `unk1` and `state` are not defined.
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* @param unk na
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* @return a `PlayerStateShiftMessage` packet
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*/
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def apply(unk : Int) : PlayerStateShiftMessage =
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PlayerStateShiftMessage(None, Some(unk))
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implicit val codec : Codec[PlayerStateShiftMessage] = (
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optional(bool, "state" | ShiftState.codec) ::
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optional(bool, "unk" | uintL(3))
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).xmap[PlayerStateShiftMessage] (
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{
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case a :: b :: HNil =>
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PlayerStateShiftMessage(a, b)
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},
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{
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case PlayerStateShiftMessage(a, b) =>
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a :: b :: HNil
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}
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).as[PlayerStateShiftMessage]
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}
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