stop player from inviting himself to own squad; periodic squad updates; fixed squad listing hangup; fixed damage calculation tests

This commit is contained in:
FateJH 2019-10-19 17:24:12 -04:00
parent 0c105f3826
commit aa2e0089a4
3 changed files with 26 additions and 11 deletions

View file

@ -426,7 +426,7 @@ class SquadService extends Actor {
case None => None
}
}) match {
case Some(invitedPlayer) =>
case Some(invitedPlayer) if invitingPlayer != invitedPlayer =>
(memberToSquad.get(invitingPlayer), memberToSquad.get(invitedPlayer)) match {
case (Some(squad1), Some(squad2)) if squad1.GUID == squad2.GUID =>
//both players are in the same squad; no need to do anything
@ -519,7 +519,7 @@ class SquadService extends Actor {
case _ => ;
}
case None => ;
case _ => ;
}
case SquadAction.Membership(SquadRequestType.ProximityInvite, invitingPlayer, _, _, _) =>
@ -760,7 +760,6 @@ class SquadService extends Actor {
}
}) match {
case out @ Some(leavingPlayer) if GetParticipatingSquad(leavingPlayer).contains(squad) => //kicked player must be in the same squad
log.info(s"leader=$leader, acting=$actingPlayer, leaving=$leavingPlayer")
if(actingPlayer == leader) {
if(leavingPlayer == leader || squad.Size == 2) {
//squad leader is leaving his own squad, so it will be disbanded
@ -1254,11 +1253,15 @@ class SquadService extends Actor {
val features = squadFeatures(squad.GUID)
features.LocationFollowsSquadLead = true
features.AutoApproveInvitationRequests = true
UpdateSquadListWhenListed(features, SquadInfo().Task("").ZoneId(None).Capacity(squad.Capacity))
if(features.Listed) {
//unlist the squad
features.Listed = false
Publish(features.ToChannel, SquadResponse.SetListSquad(PlanetSideGUID(0)))
UpdateSquadList(squad, None)
}
UpdateSquadDetail(squad)
InitialAssociation(squad)
squadFeatures(guid).InitialAssociation = true
//do not unlist an already listed squad
case Some(squad) =>
//underutilized squad; just close it out
CloseSquad(squad)
@ -2159,7 +2162,7 @@ class SquadService extends Actor {
* The initial formation of a squad of two players is the most common expected situation.
* While the underlying flag is normally only set once, its state can be reset and triggered anew if necessary.
* @see `Publish`
* @see `ResetAll`
* @see ``ResetAll
* @see `SquadResponse.AssociateWithSquad`
* @see `SquadResponse.Detail`
* @see `SquadService.Detail.Publish`
@ -2425,7 +2428,11 @@ class SquadService extends Actor {
.unzip
val updateIndicesList = updateIndices.toList
val completelyBlankSquadDetail = SquadDetail().Complete
val channel = s"/${squadFeatures(squad.GUID).ToChannel}/Squad"
val features = squadFeatures(guid)
val channel = s"/${features.ToChannel}/Squad"
if(features.Listed) {
Publish(squad.Leader.CharId, SquadResponse.SetListSquad(PlanetSideGUID(0)))
}
updateMembers
.foreach {
case (member, charId, _, None) =>

View file

@ -70,11 +70,11 @@ class DamageCalculationsTests extends Specification {
}
"calculate distance between target and source" in {
DistanceBetweenTargetandSource(resprojectile) mustEqual 10
DistanceBetweenTargetandSource(resprojectile) mustEqual 67.38225f
}
"calculate distance between target and explosion (splash)" in {
DistanceFromExplosionToTarget(resprojectile) mustEqual 64.03124f
DistanceFromExplosionToTarget(resprojectile) mustEqual 63.031242f
}
"calculate no damage from components" in {