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Packet: SplashHitMessage and tests (#106)
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4 changed files with 152 additions and 1 deletions
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@ -435,7 +435,7 @@ object GamePacketOpcode extends Enumeration {
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// OPCODES 0x60-6f
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case 0x60 => game.FavoritesMessage.decode
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case 0x61 => noDecoder(ObjectDetectedMessage)
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case 0x62 => noDecoder(SplashHitMessage)
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case 0x62 => game.SplashHitMessage.decode
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case 0x63 => noDecoder(SetChatFilterMessage)
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case 0x64 => noDecoder(AvatarSearchCriteriaMessage)
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case 0x65 => noDecoder(AvatarSearchResponse)
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@ -0,0 +1,88 @@
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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, PacketHelpers, PlanetSideGamePacket}
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import net.psforever.types.Vector3
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import scodec.Codec
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import scodec.codecs._
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/**
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* An entry of the target that was hit by splash damage.
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* @param uid the target's uid
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* @param pos the target's position (when hit)
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* @param unk1 na
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* @param unk2 na
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*/
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final case class SplashedTarget(uid : PlanetSideGUID,
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pos : Vector3,
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unk1 : Long,
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unk2 : Option[Int])
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/**
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* Dispatched to the server when a type of effect that influence multiple targets activates.<br>
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* <br>
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* Splash does not refer to the effect upon an applicable target.
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* Splash denotes the fixed radius wherein a said effect exerts temporary influence.
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* Being damaged is the most common splash effect; the jammering effect is another.
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* A pain field does not count because it is an environmental constant.
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* Lashing is considered different because it is a type of inheritable influence.<br>
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* <br>
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* Valid targets for splash are all interactive game objects that maintain a GUID.
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* This includes: players, of course; vehicles, of course; doors; terminals; spawn tubes; and, such objects.
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* Not all targets listed will actually be influenced by the effect carried by splash.<br>
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* <br>
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* The effect commonly modifies the visual depiction of the splash.
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* Being able to "see" splash also does not necessarily mean that one will be influenced by it.
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* Visually and spatially, it may seem to bleed through surfaces on occasion.
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* The effect will not be carried, however.
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* Splash will also respect the game's internal zoning and not pass through temporary obstacles like closed doors.
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* Not being able to see splash also does not stop a target from being affected.
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* The radius of influence is typically a bit larger than the visual indication.<br>
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* <br>
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* All sources of splash damage herein will be called "grenades" for simplicity.
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* @param unk1 na
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* @param projectile_uid the grenade's object
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* @param projectile_pos the position where the grenade landed (where it is)
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* @param unk2 na;
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* frequently 42
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* @param unk3 na;
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* frequently 0
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* @param projectile_vel the velocity of the grenade when it landed
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* @param unk4 na
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* @param targets a `List` of all targets influenced by the splash
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*/
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final case class SplashHitMessage(unk1 : Int,
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projectile_uid : PlanetSideGUID,
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projectile_pos : Vector3,
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unk2 : Int,
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unk3 : Int,
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projectile_vel : Option[Vector3],
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unk4 : Option[Int],
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targets : List[SplashedTarget])
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extends PlanetSideGamePacket {
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type Packet = SplashHitMessage
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def opcode = GamePacketOpcode.SplashHitMessage
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def encode = SplashHitMessage.encode(this)
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}
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object SplashedTarget extends Marshallable[SplashedTarget] {
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implicit val codec : Codec[SplashedTarget] = (
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("uid" | PlanetSideGUID.codec) ::
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("pos" | Vector3.codec_pos) ::
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("unk1" | uint32L) ::
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optional(bool, "unk2" | uint16L)
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).as[SplashedTarget]
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}
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object SplashHitMessage extends Marshallable[SplashHitMessage] {
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implicit val codec : Codec[SplashHitMessage] = (
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("unk1" | uintL(10)) ::
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("projectile_uid" | PlanetSideGUID.codec) ::
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("projectile_pos" | Vector3.codec_pos) ::
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("unk2" | uint16L) ::
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("unk3" | uintL(3)) ::
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optional(bool, "projectile_vel" | Vector3.codec_vel) ::
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optional(bool, "unk4" | uint16L) ::
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("targets" | PacketHelpers.listOfNAligned(uint32L, 0, SplashedTarget.codec))
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).as[SplashHitMessage]
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}
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