mirror of
https://github.com/2revoemag/PSF-BotServer.git
synced 2026-01-20 02:24:45 +00:00
commit
a8630e11ab
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@ -374,16 +374,18 @@ class AvatarActor(
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implants = implants.map(implant => Some(Implant(implant.toImplantDefinition))).padTo(3, None),
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locker = locker
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)
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staminaRegenTimer.cancel()
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staminaRegenTimer = defaultStaminaRegen()
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replyTo ! AvatarLoginResponse(avatar)
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case Failure(e) => log.error(e)("db failure")
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case Failure(e) =>
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log.error(e)("db failure")
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}
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Behaviors.same
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case ReplaceAvatar(newAvatar) =>
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replaceAvatar(newAvatar)
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staminaRegenTimer.cancel()
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staminaRegenTimer = defaultStaminaRegen()
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Behaviors.same
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case AddFirstTimeEvent(event) =>
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@ -431,9 +431,7 @@ class SessionActor(middlewareActor: typed.ActorRef[MiddlewareActor.Command], con
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accountPersistence ! AccountPersistenceService.Login(avatar.name)
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case AvatarActor.AvatarLoginResponse(avatar) =>
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session = session.copy(avatar = avatar)
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Deployables.InitializeDeployableQuantities(avatar)
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cluster ! ICS.FilterZones(_ => true, context.self)
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avatarLoginResponse(avatar)
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case packet: PlanetSideGamePacket =>
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handleGamePkt(packet)
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@ -1390,7 +1388,7 @@ class SessionActor(middlewareActor: typed.ActorRef[MiddlewareActor.Command], con
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deadState = DeadState.RespawnTime
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session = session.copy(player = new Player(avatar))
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//ay-coordinates indicate sanctuary spawn bias:
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//xy-coordinates indicate sanctuary spawn bias:
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player.Position = math.abs(scala.util.Random.nextInt() % avatar.name.hashCode % 4) match {
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case 0 => Vector3(8192, 8192, 0) //NE
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case 1 => Vector3(8192, 0, 0) //SE
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@ -1418,22 +1416,22 @@ class SessionActor(middlewareActor: typed.ActorRef[MiddlewareActor.Command], con
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//rejoin current avatar/player
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log.info(s"LoginInfo: player $playerName is alive")
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deadState = DeadState.Alive
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session = session.copy(player = p)
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session = session.copy(player = p, avatar = a)
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persist()
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setupAvatarFunc = AvatarRejoin
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avatarActor ! AvatarActor.ReplaceAvatar(a)
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avatarActor ! AvatarActor.LoginAvatar(context.self)
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avatarLoginResponse(a)
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case (Some(a), Some(p)) =>
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//convert player to a corpse (unless in vehicle); automatic recall to closest spawn point
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log.info(s"LoginInfo: player $playerName is dead")
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deadState = DeadState.Dead
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session = session.copy(player = p)
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session = session.copy(player = p, avatar = a)
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persist()
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player.Zone = inZone
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HandleReleaseAvatar(p, inZone)
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avatarActor ! AvatarActor.ReplaceAvatar(a)
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avatarActor ! AvatarActor.LoginAvatar(context.self)
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avatarLoginResponse(a)
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case (Some(a), None) =>
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//respawn avatar as a new player; automatic recall to closest spawn point
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@ -1449,10 +1447,10 @@ class SessionActor(middlewareActor: typed.ActorRef[MiddlewareActor.Command], con
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tplayer.Release //for proper respawn
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tplayer.Zone = inZone
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tplayer
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}
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}, avatar = a
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)
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avatarActor ! AvatarActor.ReplaceAvatar(a)
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avatarActor ! AvatarActor.LoginAvatar(context.self)
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avatarLoginResponse(a)
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case _ =>
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//fall back to sanctuary/prior?
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@ -9378,6 +9376,18 @@ class SessionActor(middlewareActor: typed.ActorRef[MiddlewareActor.Command], con
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heightLast = zHeight
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}
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/**
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* During login, when the avatar is set, the response code sets up session and deployable toolbox stats.
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* Immediately contact the interstellar cluster to deal with zoning conditions.
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* Only call this once during login and never any time after that.
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* @param avatar the avatar being set as the current one belonging to this session
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*/
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def avatarLoginResponse(avatar: Avatar): Unit = {
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session = session.copy(avatar = avatar)
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Deployables.InitializeDeployableQuantities(avatar)
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cluster ! ICS.FilterZones(_ => true, context.self)
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}
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def failWithError(error: String) = {
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log.error(error)
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middlewareActor ! MiddlewareActor.Teardown()
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@ -8,7 +8,7 @@ import net.psforever.types.{PlanetSideEmpire, PlanetSideGUID}
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/**
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* A wrapper class that allows a player-facing locker component
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* to be treated standard `Equipment` object in the player's fifth (sixth) slot.
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* to be treated like a standard `Equipment` object in the player's fifth (sixth) slot.
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* (The opposite is not true - the equipment does not get treated as a locker component.)
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* During packet conversion and registration and general access in terms of holsters or "equipment slots",
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* the component may be be treated the same as other existing objects at the same level.
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