Merge pull request #1091 from Fate-JH/event-fixes

May 20th Event Fixes (maybe)
This commit is contained in:
Jakob Gillich 2023-05-21 13:36:29 +02:00 committed by GitHub
commit c22d86acef
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 34 additions and 26 deletions

View file

@ -65,10 +65,10 @@ object Vehicles {
case Some(player: Player) =>
if (player.avatar.vehicle.contains(guid)) {
player.avatar.vehicle = None
vehicle.Zone.VehicleEvents ! VehicleServiceMessage(
player.Name,
VehicleAction.Ownership(player.GUID, PlanetSideGUID(0))
)
// vehicle.Zone.VehicleEvents ! VehicleServiceMessage(
// player.Name,
// VehicleAction.Ownership(player.GUID, PlanetSideGUID(0))
// )
}
vehicle.AssignOwnership(None)
val empire = VehicleLockState.Empire.id
@ -118,17 +118,18 @@ object Vehicles {
}
/**
* Disassociate a player from a vehicle that he owns without associating a different player as the owner.
* Set the vehicle's driver mount permissions and passenger and gunner mount permissions to "allow empire,"
* then reload them for all clients.
* This is the vehicle side of vehicle ownership removal.
* @param player the player
*/
* Disassociate a player from a vehicle that he owns without associating a different player as the owner.
* Set the vehicle's driver mount permissions and passenger and gunner mount permissions to "allow empire,"
* then reload them for all clients.
* This is the vehicle side of vehicle ownership removal.
* @param player the player
* @param vehicle the vehicle
*/
def Disown(player: Player, vehicle: Vehicle): Option[Vehicle] = {
val pguid = player.GUID
if (vehicle.Owner.contains(pguid)) {
vehicle.AssignOwnership(None)
vehicle.Zone.VehicleEvents ! VehicleServiceMessage(player.Name, VehicleAction.Ownership(pguid, PlanetSideGUID(0)))
//vehicle.Zone.VehicleEvents ! VehicleServiceMessage(player.Name, VehicleAction.Ownership(pguid, PlanetSideGUID(0)))
val vguid = vehicle.GUID
val empire = VehicleLockState.Empire.id
(0 to 2).foreach(group => {

View file

@ -80,8 +80,7 @@ object Deployment {
* Two sequences are defined.
* The more elaborate sequence proceeds from `Mobile --> Deploying --> Deployed --> Undeploying --> Mobile`.
* This is the standard in-game deploy cycle.
* The sequence void of complexity is `State7 --> State7`.
* `State7` is an odd condition possessed mainly by vehicles that do not deploy.
* All other sequences are void of complexity and should not mutate from their original value.
* @param from_state the original deployment state
* @return the deployment state that is being transitioned
*/
@ -91,7 +90,7 @@ object Deployment {
case DriveState.Deploying => DriveState.Deployed
case DriveState.Deployed => DriveState.Undeploying
case DriveState.Undeploying => DriveState.Mobile
case DriveState.State7 => DriveState.State7
case _ => from_state
}
}