test Harasser to demonstrate synched vehicle actions: mounting, disembarking, driving, gunning, changing access permissions, changing ownership, kicking passengers, deconstructing

This commit is contained in:
FateJH 2017-10-27 18:44:20 -04:00
parent 211eb838aa
commit 8f658aa688
36 changed files with 1820 additions and 470 deletions

View file

@ -1228,17 +1228,86 @@ object GlobalDefinitions {
fury_weapon_systema.FireModes.head.AmmoSlotIndex = 0
fury_weapon_systema.FireModes.head.Magazine = 2
val
quadassault_weapon_system = ToolDefinition(ObjectClass.quadassault_weapon_system)
quadassault_weapon_system.Size = EquipmentSize.VehicleWeapon
quadassault_weapon_system.AmmoTypes += Ammo.bullet_12mm
quadassault_weapon_system.FireModes += new FireModeDefinition
quadassault_weapon_system.FireModes.head.AmmoTypeIndices += 0
quadassault_weapon_system.FireModes.head.AmmoSlotIndex = 0
quadassault_weapon_system.FireModes.head.Magazine = 100
val
chaingun_p = ToolDefinition(ObjectClass.chaingun_p)
chaingun_p.Size = EquipmentSize.VehicleWeapon
chaingun_p.AmmoTypes += Ammo.bullet_12mm
chaingun_p.FireModes += new FireModeDefinition
chaingun_p.FireModes.head.AmmoTypeIndices += 0
chaingun_p.FireModes.head.AmmoSlotIndex = 0
chaingun_p.FireModes.head.Magazine = 150
val
fury = VehicleDefinition(ObjectClass.fury)
fury.Seats += 0 -> new SeatDefinition()
fury.Seats(0).Bailable = true
fury.Seats(0).ControlledWeapon = Some(1)
fury.Seats(0).ControlledWeapon = 1
fury.MountPoints += 0 -> 0
fury.MountPoints += 2 -> 0
fury.Weapons += 1 -> fury_weapon_systema
fury.TrunkSize = InventoryTile(11, 11)
fury.TrunkOffset = 30
val
quadassault = VehicleDefinition(ObjectClass.quadassault)
quadassault.Seats += 0 -> new SeatDefinition()
quadassault.Seats(0).Bailable = true
quadassault.Seats(0).ControlledWeapon = 1
quadassault.MountPoints += 0 -> 0
quadassault.MountPoints += 2 -> 0
quadassault.Weapons += 1 -> quadassault_weapon_system
quadassault.TrunkSize = InventoryTile(11, 11)
quadassault.TrunkOffset = 30
val
quadstealth = VehicleDefinition(ObjectClass.quadstealth)
quadstealth.CanCloak = true
quadstealth.Seats += 0 -> new SeatDefinition()
quadstealth.Seats(0).Bailable = true
quadstealth.MountPoints += 0 -> 0
quadstealth.MountPoints += 2 -> 0
quadstealth.CanCloak = true
quadstealth.TrunkSize = InventoryTile(11, 11)
quadstealth.TrunkOffset = 30
val
two_man_assault_buggy = VehicleDefinition(ObjectClass.two_man_assault_buggy)
two_man_assault_buggy.Seats += 0 -> new SeatDefinition()
two_man_assault_buggy.Seats(0).Bailable = true
two_man_assault_buggy.Seats += 1 -> new SeatDefinition()
two_man_assault_buggy.Seats(1).Bailable = true
two_man_assault_buggy.Seats(1).ControlledWeapon = 2
two_man_assault_buggy.MountPoints += 1 -> 0
two_man_assault_buggy.MountPoints += 2 -> 1
two_man_assault_buggy.Weapons += 2 -> chaingun_p
two_man_assault_buggy.TrunkSize = InventoryTile(11, 11)
two_man_assault_buggy.TrunkOffset = 30
val
phantasm = VehicleDefinition(ObjectClass.phantasm)
phantasm.CanCloak = true
phantasm.Seats += 0 -> new SeatDefinition()
phantasm.Seats += 1 -> new SeatDefinition()
phantasm.Seats(1).Bailable = true
phantasm.Seats += 2 -> new SeatDefinition()
phantasm.Seats(2).Bailable = true
phantasm.Seats += 3 -> new SeatDefinition()
phantasm.Seats(3).Bailable = true
phantasm.Seats += 4 -> new SeatDefinition()
phantasm.Seats(4).Bailable = true
phantasm.MountPoints += 1 -> 0 //TODO add and check all
phantasm.TrunkSize = InventoryTile(11, 8)
phantasm.TrunkOffset = 30 //TODO check
val
order_terminal = new OrderTerminalDefinition
val

View file

@ -4,11 +4,13 @@ package net.psforever.objects
import net.psforever.objects.definition.VehicleDefinition
import net.psforever.objects.equipment.{Equipment, EquipmentSize}
import net.psforever.objects.inventory.GridInventory
import net.psforever.objects.vehicles.{Seat, Utility, VehicleLockState}
import net.psforever.objects.serverobject.PlanetSideServerObject
import net.psforever.objects.vehicles.{AccessPermissionGroup, Seat, Utility, VehicleLockState}
import net.psforever.packet.game.PlanetSideGUID
import net.psforever.packet.game.objectcreate.DriveState
import net.psforever.types.PlanetSideEmpire
import scala.annotation.tailrec
import scala.collection.mutable
/**
@ -17,29 +19,31 @@ import scala.collection.mutable
* All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy.
* Generally, all seating is declared first - the driver and passengers and and gunners.
* Following that are the mounted weapons and other utilities.
* Trunk space starts being indexed afterwards.
* The first seat is always the op;erator (driver/pilot).
* "Passengers" are seats that are not the operator and are not in control of a mounted weapon.
* "Gunners" are seats that are not the operator and ARE in control of a mounted weapon.
* (The operator can be in control of a weapon - that is the whole point of a turret.)<br>
* Trunk space starts being indexed afterwards.<br>
* <br>
* Having said all that, to keep it simple, infantry seating, mounted weapons, and utilities are stored in separate `Map`s.
* @param vehicleDef the vehicle's definition entry'
* To keep it simple, infantry seating, mounted weapons, and utilities are stored separately.
* @param vehicleDef the vehicle's definition entry';
* stores and unloads pertinent information about the `Vehicle`'s configuration;
* used in the initialization process (`loadVehicleDefinition`)
*/
class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGameObject {
class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideServerObject {
private var faction : PlanetSideEmpire.Value = PlanetSideEmpire.TR
private var owner : Option[PlanetSideGUID] = None
private var health : Int = 1
private var shields : Int = 0
private var deployed : DriveState.Value = DriveState.Mobile
private var decal : Int = 0
private var trunkLockState : VehicleLockState.Value = VehicleLockState.Locked
private var trunkAccess : Option[PlanetSideGUID] = None
private var jammered : Boolean = false
private var cloaked : Boolean = false
private val seats : mutable.HashMap[Int, Seat] = mutable.HashMap()
private val weapons : mutable.HashMap[Int, EquipmentSlot] = mutable.HashMap()
/**
* Permissions control who gets to access different parts of the vehicle;
* the groups are Driver (seat), Gunner (seats), Passenger (seats), and the Trunk
*/
private val groupPermissions : Array[VehicleLockState.Value] = Array(VehicleLockState.Locked, VehicleLockState.Empire, VehicleLockState.Empire, VehicleLockState.Locked)
private var seats : Map[Int, Seat] = Map.empty
private var weapons : Map[Int, EquipmentSlot] = Map.empty
private val utilities : mutable.ArrayBuffer[Utility] = mutable.ArrayBuffer()
private val trunk : GridInventory = GridInventory()
@ -68,8 +72,15 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
}
def Owner_=(owner : Option[PlanetSideGUID]) : Option[PlanetSideGUID] = {
this.owner = owner
owner
owner match {
case Some(_) =>
if(Definition.CanBeOwned) {
this.owner = owner
}
case None =>
this.owner = None
}
Owner
}
def Health : Int = {
@ -98,15 +109,15 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
vehicleDef.MaxShields
}
def Configuration : DriveState.Value = {
def Drive : DriveState.Value = {
this.deployed
}
def Configuration_=(deploy : DriveState.Value) : DriveState.Value = {
def Drive_=(deploy : DriveState.Value) : DriveState.Value = {
if(vehicleDef.Deployment) {
this.deployed = deploy
}
Configuration
Drive
}
def Decal : Int = {
@ -118,6 +129,20 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
decal
}
def Jammered : Boolean = jammered
def Jammered_=(jamState : Boolean) : Boolean = {
jammered = jamState
Jammered
}
def Cloaked : Boolean = cloaked
def Cloaked_=(isCloaked : Boolean) : Boolean = {
cloaked = isCloaked
Cloaked
}
/**
* Given the index of an entry mounting point, return the infantry-accessible `Seat` associated with it.
* @param mountPoint an index representing the seat position / mounting point
@ -127,6 +152,60 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
vehicleDef.MountPoints.get(mountPoint)
}
/**
* What are the access permissions for a position on this vehicle, seats or trunk?
* @param group the group index
* @return what sort of access permission exist for this group
*/
def PermissionGroup(group : Int) : Option[VehicleLockState.Value] = {
reindexPermissionsGroup(group) match {
case Some(index) =>
Some(groupPermissions(index))
case None =>
None
}
}
/**
* Change the access permissions for a position on this vehicle, seats or trunk.
* @param group the group index
* @param level the new permission for this group
* @return the new access permission for this group;
* `None`, if the group does not exist or the level of permission was not changed
*/
def PermissionGroup(group : Int, level : Long) : Option[VehicleLockState.Value] = {
reindexPermissionsGroup(group) match {
case Some(index) =>
val current = groupPermissions(index)
val next = try { VehicleLockState(level.toInt) } catch { case _ : Exception => groupPermissions(index) }
if(current != next) {
groupPermissions(index) = next
PermissionGroup(index)
}
else {
None
}
case None =>
None
}
}
/**
* When the access permission group is communicated via `PlanetsideAttributeMessage`, the index is between 10 and 13.
* Internally, permission groups are stored as an `Array`, so the respective re-indexing plots 10 -> 0 and 13 -> 3.
* @param group the group index
* @return the modified group index
*/
private def reindexPermissionsGroup(group : Int) : Option[Int] = if(group > 9 && group < 14) {
Some(group - 10)
}
else if(group > -1 && group < 4) {
Some(group)
}
else {
None
}
/**
* Get the seat at the index.
* The specified "seat" can only accommodate a player as opposed to weapon mounts which share the same indexing system.
@ -146,7 +225,26 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
seats.values.toList
}
def Weapons : mutable.HashMap[Int, EquipmentSlot] = weapons
def SeatPermissionGroup(seatNumber : Int) : Option[AccessPermissionGroup.Value] = {
if(seatNumber == 0) {
Some(AccessPermissionGroup.Driver)
}
else {
Seat(seatNumber) match {
case Some(seat) =>
seat.ControlledWeapon match {
case Some(_) =>
Some(AccessPermissionGroup.Gunner)
case None =>
Some(AccessPermissionGroup.Passenger)
}
case None =>
None
}
}
}
def Weapons : Map[Int, EquipmentSlot] = weapons
/**
* Get the weapon at the index.
@ -164,20 +262,25 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
}
/**
* Given a player who may be a passenger, retrieve an index where this player is seated.
* Given a player who may be an occupant, retrieve an number of the seat where this player is sat.
* @param player the player
* @return a seat by index, or `None` if the `player` is not actually seated in this `Vehicle`
* @return a seat number, or `None` if the `player` is not actually seated in this vehicle
*/
def PassengerInSeat(player : Player) : Option[Int] = {
var outSeat : Option[Int] = None
val GUID = player.GUID
for((seatNumber, seat) <- this.seats) {
val occupant : Option[PlanetSideGUID] = seat.Occupant
if(occupant.isDefined && occupant.get == GUID) {
outSeat = Some(seatNumber)
def PassengerInSeat(player : Player) : Option[Int] = recursivePassengerInSeat(seats.iterator, player)
@tailrec private def recursivePassengerInSeat(iter : Iterator[(Int, Seat)], player : Player) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
val (seatNumber, seat) = iter.next
if(seat.Occupant.contains(player)) {
Some(seatNumber)
}
else {
recursivePassengerInSeat(iter, player)
}
}
outSeat
}
/**
@ -267,7 +370,7 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
*/
def CanAccessTrunk(player : Player) : Boolean = {
if(trunkAccess.isEmpty || trunkAccess.contains(player.GUID)) {
trunkLockState match {
groupPermissions(3) match {
case VehicleLockState.Locked => //only the owner
owner.isEmpty || (owner.isDefined && player.GUID == owner.get)
case VehicleLockState.Group => //anyone in the owner's squad or platoon
@ -285,19 +388,7 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
* Check access to the `Trunk`.
* @return the current access value for the `Vehicle` `Trunk`
*/
def TrunkLockState : VehicleLockState.Value = {
this.trunkLockState
}
/**
* Change the access value for the trunk.
* @param lockState the new access value for the `Vehicle` `Trunk`
* @return the current access value for the `Vehicle` `Trunk` after the change
*/
def TrunkLockState_=(lockState : VehicleLockState.Value) : VehicleLockState.Value = {
this.trunkLockState = lockState
lockState
}
def TrunkLockState : VehicleLockState.Value = groupPermissions(3)
/**
* This is the definition entry that is used to store and unload pertinent information about the `Vehicle`.
@ -316,22 +407,52 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideGame
object Vehicle {
/**
* Overloaded constructor.
* @param vehicleDef the vehicle's definition entry
* @return a `Vwehicle` object
* A basic `Trait` connecting all of the actionable `Vehicle` response messages.
*/
def apply(vehicleDef : VehicleDefinition) : Vehicle = {
new Vehicle(vehicleDef)
}
sealed trait Exchange
/**
* Message that carries the result of the processed request message back to the original user (`player`).
* @param player the player who sent this request message
* @param response the result of the processed request
*/
final case class VehicleMessages(player : Player, response : Exchange)
/**
* The `Vehicle` will become unresponsive to player activity.
* Usually, it does this to await deconstruction and clean-up
* @see `VehicleControl`
*/
final case class PrepareForDeletion()
/**
* This player wants to sit down in an available(?) seat.
* @param seat_num the seat where the player is trying to occupy;
* this is NOT the entry mount point index;
* make certain to convert!
* @param player the `Player` object
*/
final case class TrySeatPlayer(seat_num : Int, player : Player)
/**
* The recipient player of this packet is being allowed to sit in the assigned seat.
* @param vehicle the `Vehicle` object that generated this message
* @param seat_num the seat that the player will occupy
*/
final case class CanSeatPlayer(vehicle : Vehicle, seat_num : Int) extends Exchange
/**
* The recipient player of this packet is not allowed to sit in the requested seat.
* @param vehicle the `Vehicle` object that generated this message
* @param seat_num the seat that the player can not occupy
*/
final case class CannotSeatPlayer(vehicle : Vehicle, seat_num : Int) extends Exchange
/**
* Overloaded constructor.
* @param vehicleDef the vehicle's definition entry
* @return a `Vwehicle` object
* @return a `Vehicle` object
*/
def apply(guid : PlanetSideGUID, vehicleDef : VehicleDefinition) : Vehicle = {
val obj = new Vehicle(vehicleDef)
obj.GUID = guid
obj
def apply(vehicleDef : VehicleDefinition) : Vehicle = {
new Vehicle(vehicleDef)
}
/**
@ -344,16 +465,13 @@ object Vehicle {
//general stuff
vehicle.Health = vdef.MaxHealth
//create weapons
for((num, definition) <- vdef.Weapons) {
vehicle.weapons = vdef.Weapons.map({case (num, definition) =>
val slot = EquipmentSlot(EquipmentSize.VehicleWeapon)
slot.Equipment = Tool(definition)
vehicle.weapons += num -> slot
vehicle
}
num -> slot
}).toMap
//create seats
for((num, seatDef) <- vdef.Seats) {
vehicle.seats += num -> Seat(seatDef, vehicle)
}
vehicle.seats = vdef.Seats.map({ case(num, definition) => num -> Seat(definition)}).toMap
for(i <- vdef.Utilities) {
//TODO utilies must be loaded and wired on a case-by-case basis?
vehicle.Utilities += Utility.Select(i, vehicle)

View file

@ -37,8 +37,12 @@ class SeatDefinition extends BasicDefinition {
this.weaponMount
}
def ControlledWeapon_=(seat : Option[Int]) : Option[Int] = {
this.weaponMount = seat
def ControlledWeapon_=(wep : Int) : Option[Int] = {
ControlledWeapon_=(Some(wep))
}
def ControlledWeapon_=(wep : Option[Int]) : Option[Int] = {
this.weaponMount = wep
ControlledWeapon
}
}

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@ -22,7 +22,9 @@ class VehicleDefinition(objectId : Int) extends ObjectDefinition(objectId) {
private var deployment : Boolean = false
private val utilities : mutable.ArrayBuffer[Int] = mutable.ArrayBuffer[Int]()
private var trunkSize : InventoryTile = InventoryTile.None
private var trunkOffset: Int = 0
private var trunkOffset : Int = 0
private var canCloak : Boolean = false
private var canBeOwned : Boolean = true
Name = "vehicle"
Packet = new VehicleConverter
@ -44,6 +46,20 @@ class VehicleDefinition(objectId : Int) extends ObjectDefinition(objectId) {
def MountPoints : mutable.HashMap[Int, Int] = mountPoints
def CanBeOwned : Boolean = canBeOwned
def CanBeOwned_=(ownable : Boolean) : Boolean = {
canBeOwned = ownable
CanBeOwned
}
def CanCloak : Boolean = canCloak
def CanCloak_=(cloakable : Boolean) : Boolean = {
canCloak = cloakable
CanCloak
}
def Weapons : mutable.HashMap[Int, ToolDefinition] = weapons
def Deployment : Boolean = deployment

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@ -2,11 +2,10 @@
package net.psforever.objects.definition.converter
import net.psforever.objects.equipment.Equipment
import net.psforever.objects.{EquipmentSlot, Vehicle}
import net.psforever.objects.Vehicle
import net.psforever.packet.game.PlanetSideGUID
import net.psforever.packet.game.objectcreate.{InventoryItemData, _}
import scala.annotation.tailrec
import scala.util.{Failure, Success, Try}
class VehicleConverter extends ObjectCreateConverter[Vehicle]() {
@ -19,47 +18,66 @@ class VehicleConverter extends ObjectCreateConverter[Vehicle]() {
PlacementData(obj.Position, obj.Orientation, obj.Velocity),
obj.Faction,
0,
if(obj.Owner.isDefined) { obj.Owner.get } else { PlanetSideGUID(0) } //this is the owner field, right?
PlanetSideGUID(0) //if(obj.Owner.isDefined) { obj.Owner.get } else { PlanetSideGUID(0) } //TODO is this really Owner?
),
0,
obj.Health / obj.MaxHealth * 255, //TODO not precise
false, false,
DriveState.Mobile,
false,
obj.Drive,
false,
false,
obj.Cloaked,
SpecificFormatData(obj),
Some(InventoryData(MakeMountings(obj).sortBy(_.parentSlot)))
Some(InventoryData((MakeMountings(obj) ++ MakeTrunk(obj)).sortBy(_.parentSlot)))
)(SpecificFormatModifier)
)
}
/**
* For an object with a list of weapon mountings, convert those weapons into data as if found in an `0x17` packet.
* @param obj the Vehicle game object
* @return the converted data
* na
* @param obj the `Player` game object
* @return a list of all tools that were in the mounted weapon slots in decoded packet form
*/
private def MakeMountings(obj : Vehicle) : List[InventoryItemData.InventoryItem] = recursiveMakeMountings(obj.Weapons.iterator)
@tailrec private def recursiveMakeMountings(iter : Iterator[(Int,EquipmentSlot)], list : List[InventoryItemData.InventoryItem] = Nil) : List[InventoryItemData.InventoryItem] = {
if(!iter.hasNext) {
list
}
else {
val (index, slot) = iter.next
if(slot.Equipment.isDefined) {
private def MakeMountings(obj : Vehicle) : List[InventoryItemData.InventoryItem] = {
obj.Weapons.map({
case((index, slot)) =>
val equip : Equipment = slot.Equipment.get
recursiveMakeMountings(
iter,
list :+ InventoryItemData(equip.Definition.ObjectId, equip.GUID, index, equip.Definition.Packet.ConstructorData(equip).get)
)
}
else {
recursiveMakeMountings(iter, list)
}
}
InventoryItemData(equip.Definition.ObjectId, equip.GUID, index, equip.Definition.Packet.ConstructorData(equip).get)
}).toList
}
/**
* na
* @param obj the `Player` game object
* @return a list of all items that were in the inventory in decoded packet form
*/
private def MakeTrunk(obj : Vehicle) : List[InternalSlot] = {
obj.Trunk.Items.map({
case(_, item) =>
val equip : Equipment = item.obj
InventoryItemData(equip.Definition.ObjectId, equip.GUID, item.start, equip.Definition.Packet.ConstructorData(equip).get)
}).toList
}
// @tailrec private def recursiveMakeSeats(iter : Iterator[(Int, Seat)], list : List[InventoryItemData.InventoryItem] = Nil) : List[InventoryItemData.InventoryItem] = {
// if(!iter.hasNext) {
// list
// }
// else {
// val (index, seat) = iter.next
// seat.Occupant match {
// case Some(avatar) =>
// val definition = avatar.Definition
// recursiveMakeSeats(
// iter,
// list :+ InventoryItemData(definition.ObjectId, avatar.GUID, index, definition.Packet.ConstructorData(avatar).get)
// )
// case None =>
// recursiveMakeSeats(iter, list)
// }
// }
// }
protected def SpecificFormatModifier : VehicleFormat.Value = VehicleFormat.Normal
protected def SpecificFormatData(obj : Vehicle) : Option[SpecificVehicleData] = None

View file

@ -9,6 +9,8 @@ object EquipmentSize extends Enumeration {
Rifle, //6x3 and 9x3
Max, //max weapon only
VehicleWeapon, //vehicle-mounted weapons
BFRArmWeapon, //duel arm weapons for bfr
BFRGunnerWeapon, //gunner seat for bfr
Inventory, //reserved
Any
= Value

View file

@ -0,0 +1,13 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.inventory
import net.psforever.objects.Player
import net.psforever.packet.game.PlanetSideGUID
trait AccessibleInventory {
def Inventory : GridInventory
def CanAccess(who : Player) : Boolean
def Access(who : PlanetSideGUID) : Boolean
def Unaccess : Boolean
}

View file

@ -18,7 +18,7 @@ class CertTerminalDefinition extends TerminalDefinition(171) {
*/
private val certificationList : Map[String, (CertificationType.Value, Int)] = Map(
"medium_assault" -> (CertificationType.MediumAssault, 2),
"reinforced_armo" -> (CertificationType.ReinforcedExoSuit, 3),
"reinforced_armor" -> (CertificationType.ReinforcedExoSuit, 3),
"quad_all" -> (CertificationType.ATV, 1),
"switchblade" -> (CertificationType.Switchblade, 1),
"harasser" -> (CertificationType.Harasser, 1),

View file

@ -0,0 +1,22 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.vehicles
/**
* An `Enumeration` of various permission groups that control access to aspects of a vehicle.<br>
* - `Driver` is a seat that is always seat number 0.<br>
* - `Gunner` is a seat that is not the `Driver` and controls a mounted weapon.<br>
* - `Passenger` is a seat that is not the `Driver` and does not have control of a mounted weapon.<br>
* - `Trunk` represnts access to the vehicle's internal storage space.<br>
* Organized to replicate the `PlanetsideAttributeMessage` value used for that given access level.
* In their respective `PlanetsideAttributeMessage` packet, the groups are indexed in the same order as 10 through 13.
*/
object AccessPermissionGroup extends Enumeration {
type Type = Value
val
Driver,
Gunner,
Passenger,
Trunk
= Value
}

View file

@ -2,33 +2,22 @@
package net.psforever.objects.vehicles
import net.psforever.objects.definition.SeatDefinition
import net.psforever.objects.{Player, Vehicle}
import net.psforever.packet.game.PlanetSideGUID
import net.psforever.types.PlanetSideEmpire
import net.psforever.objects.Player
/**
* Server-side support for a slot that infantry players can occupy, ostensibly called a "seat" and treated like a "seat."
* (Players can sit in it.)
* @param seatDef the Definition that constructs this item and maintains some of its immutable fields
* @param vehicle the vehicle where this seat is installed
* @param seatDef the Definition that constructs this item and maintains some of its unchanging fields
*/
class Seat(private val seatDef : SeatDefinition, private val vehicle : Vehicle) {
private var occupant : Option[PlanetSideGUID] = None
private var lockState : VehicleLockState.Value = VehicleLockState.Empire
/**
* The faction association of this `Seat` is tied directly to the connected `Vehicle`.
* @return the faction association
*/
def Faction : PlanetSideEmpire.Value = {
vehicle.Faction
}
class Seat(private val seatDef : SeatDefinition) {
private var occupant : Option[Player] = None
// private var lockState : VehicleLockState.Value = VehicleLockState.Empire
/**
* Is this seat occupied?
* @return the GUID of the player sitting in this seat, or `None` if it is left vacant
*/
def Occupant : Option[PlanetSideGUID] = {
def Occupant : Option[Player] = {
this.occupant
}
@ -38,10 +27,12 @@ class Seat(private val seatDef : SeatDefinition, private val vehicle : Vehicle)
* @param player the player who wants to sit, or `None` if the occupant is getting up
* @return the GUID of the player sitting in this seat, or `None` if it is left vacant
*/
def Occupant_=(player : Option[Player]) : Option[PlanetSideGUID] = {
def Occupant_=(player : Player) : Option[Player] = Occupant_=(Some(player))
def Occupant_=(player : Option[Player]) : Option[Player] = {
if(player.isDefined) {
if(this.occupant.isEmpty) {
this.occupant = Some(player.get.GUID)
this.occupant = player
}
}
else {
@ -58,14 +49,14 @@ class Seat(private val seatDef : SeatDefinition, private val vehicle : Vehicle)
this.occupant.isDefined
}
def SeatLockState : VehicleLockState.Value = {
this.lockState
}
def SeatLockState_=(lockState : VehicleLockState.Value) : VehicleLockState.Value = {
this.lockState = lockState
SeatLockState
}
// def SeatLockState : VehicleLockState.Value = {
// this.lockState
// }
//
// def SeatLockState_=(lockState : VehicleLockState.Value) : VehicleLockState.Value = {
// this.lockState = lockState
// SeatLockState
// }
def ArmorRestriction : SeatArmorRestriction.Value = {
seatDef.ArmorRestriction
@ -79,25 +70,6 @@ class Seat(private val seatDef : SeatDefinition, private val vehicle : Vehicle)
seatDef.ControlledWeapon
}
/**
* Given a player, can they access this `Seat` under its current restrictions and permissions.
* @param player the player who wants to sit
* @return `true` if the player can sit down in this `Seat`; `false`, otherwise
*/
def CanUseSeat(player : Player) : Boolean = {
var access : Boolean = false
val owner : Option[PlanetSideGUID] = vehicle.Owner
lockState match {
case VehicleLockState.Locked =>
access = owner.isEmpty || (owner.isDefined && player.GUID == owner.get)
case VehicleLockState.Group =>
access = Faction == player.Faction //TODO this is not correct
case VehicleLockState.Empire =>
access = Faction == player.Faction
}
access
}
/**
* Override the string representation to provide additional information.
* @return the string output
@ -110,11 +82,10 @@ class Seat(private val seatDef : SeatDefinition, private val vehicle : Vehicle)
object Seat {
/**
* Overloaded constructor.
* @param vehicle the vehicle where this seat is installed
* @return a `Seat` object
*/
def apply(seatDef : SeatDefinition, vehicle : Vehicle) : Seat = {
new Seat(seatDef, vehicle)
def apply(seatDef : SeatDefinition) : Seat = {
new Seat(seatDef)
}
/**
@ -122,13 +93,12 @@ object Seat {
* @return the string output
*/
def toString(obj : Seat) : String = {
val weaponStr = if(obj.ControlledWeapon.isDefined) { " (gunner)" } else { "" }
val seatStr = if(obj.isOccupied) {
"occupied by %d".format(obj.Occupant.get.guid)
s", occupied by player ${obj.Occupant.get.GUID}"
}
else {
"unoccupied"
""
}
s"{Seat$weaponStr: $seatStr}"
s"seat$seatStr"
}
}

View file

@ -11,7 +11,8 @@ package net.psforever.objects.vehicles
object SeatArmorRestriction extends Enumeration {
type Type = Value
val MaxOnly,
val
MaxOnly,
NoMax,
NoReinforcedOrMax
= Value

View file

@ -0,0 +1,37 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.vehicles
import akka.actor.Actor
import net.psforever.objects.Vehicle
/**
* An `Actor` that handles messages being dispatched to a specific `Vehicle`.<br>
* <br>
* Vehicle-controlling actors have two behavioral states - responsive and "`Disabled`."
* The latter is applicable only when the specific vehicle is being deconstructed.
* @param vehicle the `Vehicle` object being governed
*/
class VehicleControl(private val vehicle : Vehicle) extends Actor {
def receive : Receive = {
case Vehicle.PrepareForDeletion =>
context.become(Disabled)
case Vehicle.TrySeatPlayer(seat_num, player) =>
vehicle.Seat(seat_num) match {
case Some(seat) =>
if((seat.Occupant = player).contains(player)) {
sender ! Vehicle.VehicleMessages(player, Vehicle.CanSeatPlayer(vehicle, seat_num))
}
else {
sender ! Vehicle.VehicleMessages(player, Vehicle.CannotSeatPlayer(vehicle, seat_num))
}
case None =>
sender ! Vehicle.VehicleMessages(player, Vehicle.CannotSeatPlayer(vehicle, seat_num))
}
case _ => ;
}
def Disabled : Receive = {
case _ => ;
}
}

View file

@ -3,12 +3,12 @@ package net.psforever.objects.vehicles
/**
* An `Enumeration` of various access states for vehicle components, such as the seats and the trunk.
* Organized to replicate the `PlanetsideAttributeMessage` value used for that given access level.
*/
object VehicleLockState extends Enumeration {
type Type = Value
val Empire, //owner's whole faction
Group, //owner's squad/platoon only
Locked //owner only
= Value
val Locked = Value(0) //owner only
val Group = Value(1) //owner's squad/platoon only
val Empire = Value(3) //owner's whole faction
}

View file

@ -4,7 +4,7 @@ package net.psforever.objects.zones
import akka.actor.{ActorContext, ActorRef, Props}
import akka.routing.RandomPool
import net.psforever.objects.serverobject.doors.Base
import net.psforever.objects.{PlanetSideGameObject, Player}
import net.psforever.objects.{PlanetSideGameObject, Player, Vehicle}
import net.psforever.objects.equipment.Equipment
import net.psforever.objects.guid.NumberPoolHub
import net.psforever.objects.guid.actor.UniqueNumberSystem
@ -14,6 +14,7 @@ import net.psforever.packet.GamePacket
import net.psforever.packet.game.PlanetSideGUID
import net.psforever.types.Vector3
import scala.annotation.tailrec
import scala.collection.mutable.ListBuffer
/**
@ -49,6 +50,10 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
private val equipmentOnGround : ListBuffer[Equipment] = ListBuffer[Equipment]()
/** Used by the `Zone` to coordinate `Equipment` dropping and collection requests. */
private var ground : ActorRef = ActorRef.noSender
/** */
private var vehicles : List[Vehicle] = List[Vehicle]()
/** */
private var transport : ActorRef = ActorRef.noSender
private var bases : List[Base] = List()
@ -69,6 +74,7 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
implicit val guid : NumberPoolHub = this.guid //passed into builderObject.Build implicitly
accessor = context.actorOf(RandomPool(25).props(Props(classOf[UniqueNumberSystem], guid, UniqueNumberSystem.AllocateNumberPoolActors(guid))), s"$Id-uns")
ground = context.actorOf(Props(classOf[ZoneGroundActor], equipmentOnGround), s"$Id-ground")
transport = context.actorOf(Props(classOf[ZoneVehicleActor], this), s"$Id-vehicles")
Map.LocalObjects.foreach({ builderObject =>
builderObject.Build
@ -165,6 +171,37 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
*/
def EquipmentOnGround : List[Equipment] = equipmentOnGround.toList
def Vehicles : List[Vehicle] = vehicles
def AddVehicle(vehicle : Vehicle) : List[Vehicle] = {
vehicles = vehicles :+ vehicle
Vehicles
}
def RemoveVehicle(vehicle : Vehicle) : List[Vehicle] = {
vehicles = recursiveFindVehicle(vehicles.iterator, vehicle) match {
case Some(index) =>
vehicles.take(index) ++ vehicles.drop(index + 1)
case None => ;
vehicles
}
Vehicles
}
@tailrec private def recursiveFindVehicle(iter : Iterator[Vehicle], target : Vehicle, index : Int = 0) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
if(iter.next.equals(target)) {
Some(index)
}
else {
recursiveFindVehicle(iter, target, index + 1)
}
}
}
/**
* Coordinate `Equipment` that has been dropped on the ground or to-be-dropped on the ground.
* @return synchronized reference to the ground
@ -175,6 +212,8 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
*/
def Ground : ActorRef = ground
def Transport : ActorRef = transport
def MakeBases(num : Int) : List[Base] = {
bases = (0 to num).map(id => new Base(id)).toList
bases
@ -250,6 +289,10 @@ object Zone {
*/
final case class ItemFromGround(player : Player, item : Equipment)
final case class SpawnVehicle(vehicle : Vehicle)
final case class DespawnVehicle(vehicle : Vehicle)
/**
* Message to report the packet messages that initialize the client.
* @param list a `List` of `GamePacket` messages

View file

@ -0,0 +1,22 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.zones
import akka.actor.Actor
/**
* Synchronize management of the list of `Vehicles` maintained by some `Zone`.
* @param zone the `Zone` object
*/
class ZoneVehicleActor(zone : Zone) extends Actor {
//private[this] val log = org.log4s.getLogger
def receive : Receive = {
case Zone.SpawnVehicle(vehicle) =>
zone.AddVehicle(vehicle)
case Zone.DespawnVehicle(vehicle) =>
zone.RemoveVehicle(vehicle)
case _ => ;
}
}

View file

@ -6,7 +6,7 @@ import scodec.Codec
import scodec.codecs._
/**
* Attribute Type:<br>
* Players/General:<br>
* Server to client : <br>
* `0 - health`<br>
* `1 - healthMax`<br>
@ -86,7 +86,19 @@ import scodec.codecs._
* `78 - Cavern Kills. Value is the number of kills`<br>
* `106 - Custom Head`
* Client to Server : <br>
* `106 - Custom Head`
* `106 - Custom Head`<br>
* <br>
* Vehicles:<br>
* 0 - Vehicle health<br>
* 10 - Driver seat permissions (0 = Locked, 1 = Group, 3 = Empire)<br>
* 11 - Gunner seat(s) permissions (same)<br>
* 12 - Passenger seat(s) permissions (same) <br>
* 13 - Trunk permissions (same)<br>
* 21 - Asserts first time event eligibility / makes owner if no owner is assigned<br>
* 22 - Toggles gunner and passenger mount points (1 = hides, 0 = reveals; this also locks their permissions)<br>
* 68 - ???<br>
* 80 - Damage vehicle (unknown value)<br>
* 113 - ???
* @param player_guid the player
* @param attribute_type na
* @param attribute_value na

View file

@ -803,6 +803,7 @@ object ObjectClass {
case ObjectClass.battlewagon_weapon_systemd => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.bolt_driver => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chainblade => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chaingun_p => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.colossus_burster => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.colossus_burster_left => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.colossus_burster_right => ConstructorData.genericCodec(WeaponData.codec, "weapon")
@ -918,7 +919,6 @@ object ObjectClass {
case ObjectClass.cannon_dropship_20mm => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chaingun_12mm => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chaingun_15mm => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chaingun_p => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.cycler_v2 => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.cycler_v3 => ConstructorData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.cycler_v4 => ConstructorData.genericCodec(WeaponData.codec, "weapon")
@ -1080,6 +1080,7 @@ object ObjectClass {
// case ObjectClass.aphelion_starfire_right => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.bolt_driver => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chainblade => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
// case ObjectClass.chaingun_p => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
// case ObjectClass.colossus_burster => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
// case ObjectClass.colossus_burster_left => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
// case ObjectClass.colossus_burster_right => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
@ -1144,7 +1145,6 @@ object ObjectClass {
case ObjectClass.advanced_missile_launcher_t => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chaingun_12mm => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chaingun_15mm => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.chaingun_p => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.cycler_v2 => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.cycler_v3 => DroppedItemData.genericCodec(WeaponData.codec, "weapon")
case ObjectClass.cycler_v4 => DroppedItemData.genericCodec(WeaponData.codec, "weapon")

View file

@ -281,7 +281,8 @@ class ConverterTest extends Specification {
val hellfire_ammo_box = AmmoBox(PlanetSideGUID(432), hellfire_ammo)
val fury = Vehicle(PlanetSideGUID(413), fury_def)
val fury = Vehicle(fury_def)
fury.GUID = PlanetSideGUID(413)
fury.Faction = PlanetSideEmpire.VS
fury.Position = Vector3(3674.8438f, 2732f, 91.15625f)
fury.Orientation = Vector3(0.0f, 0.0f, 90.0f)

View file

@ -0,0 +1,103 @@
// Copyright (c) 2017 PSForever
package objects
import net.psforever.objects.{GlobalDefinitions, Vehicle}
import net.psforever.objects.definition.SeatDefinition
import net.psforever.objects.vehicles.{Seat, SeatArmorRestriction, VehicleLockState}
import org.specs2.mutable._
class VehicleTest extends Specification {
"SeatDefinition" should {
val seat = new SeatDefinition
seat.ArmorRestriction = SeatArmorRestriction.MaxOnly
seat.Bailable = true
seat.ControlledWeapon = 5
"define (default)" in {
val t_seat = new SeatDefinition
t_seat.ArmorRestriction mustEqual SeatArmorRestriction.NoMax
t_seat.Bailable mustEqual false
t_seat.ControlledWeapon mustEqual None
}
"define (custom)" in {
seat.ArmorRestriction mustEqual SeatArmorRestriction.MaxOnly
seat.Bailable mustEqual true
seat.ControlledWeapon mustEqual Some(5)
}
}
"VehicleDefinition" should {
"define" in {
val fury = GlobalDefinitions.fury
fury.CanBeOwned mustEqual true
fury.CanCloak mustEqual false
fury.Seats.size mustEqual 1
fury.Seats(0).Bailable mustEqual true
fury.Seats(0).ControlledWeapon mustEqual Some(1)
fury.MountPoints.size mustEqual 2
fury.MountPoints.get(0) mustEqual Some(0)
fury.MountPoints.get(1) mustEqual None
fury.MountPoints.get(2) mustEqual Some(0)
fury.Weapons.size mustEqual 1
fury.Weapons.get(0) mustEqual None
fury.Weapons.get(1) mustEqual Some(GlobalDefinitions.fury_weapon_systema)
fury.TrunkSize.width mustEqual 11
fury.TrunkSize.height mustEqual 11
fury.TrunkOffset mustEqual 30
}
}
"Seat" should {
val seat_def = new SeatDefinition
seat_def.ArmorRestriction = SeatArmorRestriction.MaxOnly
seat_def.Bailable = true
seat_def.ControlledWeapon = 5
"construct" in {
val seat = new Seat(seat_def)
seat.ArmorRestriction mustEqual SeatArmorRestriction.MaxOnly
seat.Bailable mustEqual true
seat.ControlledWeapon mustEqual Some(5)
seat.isOccupied mustEqual false
seat.Occupant mustEqual None
}
}
"Vehicle" should {
"construct" in {
Vehicle(GlobalDefinitions.fury)
ok
}
"construct (detailed)" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.Owner mustEqual None
fury_vehicle.Seats.size mustEqual 1
fury_vehicle.Seats.head.ArmorRestriction mustEqual SeatArmorRestriction.NoMax
fury_vehicle.Seats.head.isOccupied mustEqual false
fury_vehicle.Seats.head.Occupant mustEqual None
fury_vehicle.Seats.head.Bailable mustEqual true
fury_vehicle.Seats.head.ControlledWeapon mustEqual Some(1)
fury_vehicle.PermissionGroup(0) mustEqual Some(VehicleLockState.Locked) //driver
fury_vehicle.PermissionGroup(1) mustEqual Some(VehicleLockState.Empire) //gunner
fury_vehicle.PermissionGroup(2) mustEqual Some(VehicleLockState.Empire) //passenger
fury_vehicle.PermissionGroup(3) mustEqual Some(VehicleLockState.Locked) //trunk
fury_vehicle.Weapons.size mustEqual 1
fury_vehicle.Weapons.get(0) mustEqual None
fury_vehicle.Weapons.get(1).isDefined mustEqual true
fury_vehicle.Weapons(1).Equipment.isDefined mustEqual true
fury_vehicle.Weapons(1).Equipment.get.Definition mustEqual GlobalDefinitions.fury.Weapons(1)
fury_vehicle.WeaponControlledFromSeat(0) mustEqual fury_vehicle.Weapons(1).Equipment
fury_vehicle.Trunk.Width mustEqual 11
fury_vehicle.Trunk.Height mustEqual 11
fury_vehicle.Trunk.Offset mustEqual 30
fury_vehicle.GetSeatFromMountPoint(0) mustEqual Some(0)
fury_vehicle.GetSeatFromMountPoint(1) mustEqual None
fury_vehicle.GetSeatFromMountPoint(2) mustEqual Some(0)
fury_vehicle.Decal mustEqual 0
fury_vehicle.Health mustEqual fury_vehicle.Definition.MaxHealth
}
}
}