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updated comments to BroadcastWarpgateUpdate to reflect new information
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@ -6,29 +6,27 @@ import scodec.Codec
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import scodec.codecs._
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import scodec.codecs._
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/**
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/**
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* Promotes a Broadcast Warpgate.
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* Promotes a warpgate's "broadcast" functionality.<br>
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*
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* <br>
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* Change the map name of a warpgate into "Broadcast Warpgate."
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* Change the map name of a warpgate into "Broadcast" when the proper state is set.
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* If a proper warpgate is not designated, nothing happens.
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* If a proper warpgate is not designated, nothing happens.
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* The input state is a byte starting at `00` where the first valid "on" state is `20`.
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* If not set, the map name of the warpgate will default to whatever is normally written on the map.
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* Subsequent "on" states are '40' values apart - '20', '60', 'A0', and 'E0'.
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* The map designation of geowarps is not affected by this packet.<br>
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* 'C0' is an uncommon value.
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* <br>
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* All other numbers (seem to) default to the normal map designation for the warpgate.
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* Exploration:<br>
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*
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* I believe these `Boolean` values actually indicate some measure of warpgate operation.
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* Exploration: is this packet merely cosmetic or does it change the functionality of a warpgate too?
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* Geowarps, for example, though their appearance does not change, recieve this packet.
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* Exploration: are there any differences between the states besides "on" and "off"?
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* Moreover, they can operate as a receiving-end broadcast gate.
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*
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* @param continent_guid identifies the zone (continent)
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* @param continent_guid identifies the zone (continent)
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* @param building_guid identifies the warpgate (see `BuildingInfoUpdateMessage`)
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* @param building_guid identifies the warpgate (see `BuildingInfoUpdateMessage`)
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* @param state1 na
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* @param unk1 na
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* @param state2 na
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* @param unk2 na
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* @param is_broadcast if true, the gate replaces its destination text with "Broadcast;"
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* @param is_broadcast if true, the gate replaces its destination text with "Broadcast"
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* the owner faction may shortcut between disconnected gates along the intercontinental lattice
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*/
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*/
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final case class BroadcastWarpgateUpdateMessage(continent_guid : PlanetSideGUID,
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final case class BroadcastWarpgateUpdateMessage(continent_guid : PlanetSideGUID,
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building_guid : PlanetSideGUID,
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building_guid : PlanetSideGUID,
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state1 : Boolean,
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unk1 : Boolean,
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state2 : Boolean,
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unk2 : Boolean,
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is_broadcast : Boolean)
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is_broadcast : Boolean)
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extends PlanetSideGamePacket {
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extends PlanetSideGamePacket {
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type Packet = BroadcastWarpgateUpdateMessage
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type Packet = BroadcastWarpgateUpdateMessage
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@ -40,8 +38,8 @@ object BroadcastWarpgateUpdateMessage extends Marshallable[BroadcastWarpgateUpda
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implicit val codec : Codec[BroadcastWarpgateUpdateMessage] = (
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implicit val codec : Codec[BroadcastWarpgateUpdateMessage] = (
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("continent_guid" | PlanetSideGUID.codec) ::
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("continent_guid" | PlanetSideGUID.codec) ::
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("building_guid" | PlanetSideGUID.codec) ::
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("building_guid" | PlanetSideGUID.codec) ::
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("state1" | bool) ::
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("unk1" | bool) ::
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("state2" | bool) ::
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("unk2" | bool) ::
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("is_broadcast" | bool)
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("is_broadcast" | bool)
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).as[BroadcastWarpgateUpdateMessage]
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).as[BroadcastWarpgateUpdateMessage]
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}
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}
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@ -191,10 +191,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
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sendResponse(PacketCoding.CreateGamePacket(0, ContinentalLockUpdateMessage(PlanetSideGUID(13), PlanetSideEmpire.VS))) // "The VS have captured the VS Sanctuary."
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sendResponse(PacketCoding.CreateGamePacket(0, ContinentalLockUpdateMessage(PlanetSideGUID(13), PlanetSideEmpire.VS))) // "The VS have captured the VS Sanctuary."
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sendResponse(PacketCoding.CreateGamePacket(0, BroadcastWarpgateUpdateMessage(PlanetSideGUID(13), PlanetSideGUID(1), false, false, true))) // VS Sanctuary: Inactive Warpgate -> Broadcast Warpgate
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sendResponse(PacketCoding.CreateGamePacket(0, BroadcastWarpgateUpdateMessage(PlanetSideGUID(13), PlanetSideGUID(1), false, false, true))) // VS Sanctuary: Inactive Warpgate -> Broadcast Warpgate
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sendRawResponse(hex"A0 03 00 03 00 06 00 00 00 01 80 00 00 00 10 00 00 00 00 00 00 40")
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sendRawResponse(hex"CD 03 00 03 00 00 00 00")
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sendResponse(PacketCoding.CreateGamePacket(0, BroadcastWarpgateUpdateMessage(PlanetSideGUID(3), PlanetSideGUID(3), true, false, true)))
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sendResponse(PacketCoding.CreateGamePacket(0,BuildingInfoUpdateMessage(
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sendResponse(PacketCoding.CreateGamePacket(0,BuildingInfoUpdateMessage(
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PlanetSideGUID(6), //Ceryshen
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PlanetSideGUID(6), //Ceryshen
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PlanetSideGUID(2), //Anguta
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PlanetSideGUID(2), //Anguta
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