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Members and Squads now deal with their own inherent availabilities; code to transfer knowledge of character squad association by color; old code
This commit is contained in:
parent
2a93e6a8be
commit
f7098618d7
6 changed files with 160 additions and 189 deletions
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@ -79,14 +79,11 @@ class Member {
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Position
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}
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def Close() : Unit = {
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role = ""
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requirements = Set()
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//about the individual filling the position
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name = ""
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health = 0
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armor = 0
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zoneId = 0
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position = Vector3.Zero
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def isAvailable : Boolean = {
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charId == 0
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}
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def isAvailable(certs : Set[CertificationType.Value]) : Boolean = {
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isAvailable && certs.intersect(requirements) == requirements
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}
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}
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@ -3,7 +3,7 @@ package net.psforever.objects.teamwork
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import net.psforever.objects.entity.IdentifiableEntity
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import net.psforever.packet.game.PlanetSideGUID
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import net.psforever.types.PlanetSideEmpire
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import net.psforever.types.{CertificationType, PlanetSideEmpire}
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class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extends IdentifiableEntity {
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super.GUID_=(squadId)
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@ -53,6 +53,24 @@ class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extend
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def Size : Int = membership.count(member => member.CharId != 0)
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def Capacity : Int = availability.count(open => open)
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def isAvailable(role : Int) : Boolean = {
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availability.lift(role) match {
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case Some(true) =>
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membership(role).isAvailable
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case _ =>
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false
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}
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}
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def isAvailable(role : Int, certs : Set[CertificationType.Value]) : Boolean = {
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availability.lift(role) match {
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case Some(true) =>
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membership(role).isAvailable(certs)
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case _ =>
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false
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}
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}
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}
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object Squad {
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@ -370,7 +370,7 @@ object SquadAction{
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* `28` - Auto-approve Requests for Invitation<br>
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* `29` - UNKNOWN<br>
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* `30` - UNKNOWN<br>
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* `31` - Location Follows Squad Lead<br>
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* `31` - Location Follows Squad Leader<br>
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* `Int`<br>
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* `10` - Select this Role for Yourself<br>
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* `11` - UNKNOWN<br>
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@ -452,10 +452,9 @@ object SquadDefinitionActionMessage extends Marshallable[SquadDefinitionActionMe
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case 39 => noSquadSearchResultsCodec
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case 40 => findLfsSoldiersForRoleCodec
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case 41 => cancelFindCodec
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case 2 | 6 | 11 |
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12 | 13 | 14 |
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18 | 29 | 30 | 32 | 33 |
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36 | 37 | 42 | 43 => unknownCodec(code)
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case 2 | 6 | 11 | 12 | 13 |
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14 | 18 | 29 | 30 | 32 |
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33 | 36 | 37 | 42 | 43 => unknownCodec(code)
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case _ => failureCodec(code)
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}).asInstanceOf[Codec[SquadAction]]
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}
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@ -477,48 +476,3 @@ object SquadDefinitionActionMessage extends Marshallable[SquadDefinitionActionMe
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}
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)
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}
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/*
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("change" specifically indicates the perspective is from the SL; "update" indicates squad members other than the oen who made the change
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("[#]" indicates the mode is detected but not properly parsed; the length of the combined fields may follow
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[0] - clicking on a squad listed in the "Find Squad" tab / cancel squad search (6 bits/pad?)
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[2] - ? (6 bits/pad?)
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[3] - save squad favorite (6 bits/pad?)
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[4] - load a squad definition favorite (6 bits/pad?)
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[6] - ? (6 bits/pad?)
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7 - ?
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[8] - list squad (6 bits/pad?)
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10 - select this role for yourself
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11 - ?
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12 - ?
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13 - ?
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14 - ?
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15 - ?
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[16] - ? (6 bits/pad?)
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[17] - ? (6 bits/pad?)
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[18] - ? (6 bits/pad?)
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19 - change purpose
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20 - change zone
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21 - change/close squad member position
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22 - change/add squad member position
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23 - change squad member req role
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24 - change squad member req detailed orders
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25 - change squad member req weapons
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[26] - reset all (6 bits/pad?)
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28 - auto-approve requests for invitation
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29 -
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30 -
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31 - location follows squad lead
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[32] - ? (6 bits/pad?)
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33 -
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34 - search for squads with a particular role
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36 -
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37 -
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38 -
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[39] - ? (?)
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40 - find LFS soldiers that meet the requirements for this role
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[41] - cancel search for LFS soldiers (6 bits)
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[42] - ? (6 bits/pad?)
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[43] - ? (6 bits/pad?)
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*/
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@ -16,7 +16,6 @@ object SquadResponse {
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final case class AssociateWithSquad(squad_guid : PlanetSideGUID) extends Response
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final case class SetListSquad(squad_guid : PlanetSideGUID) extends Response
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final case class Unknown17(squad : Squad, char_id : Long) extends Response
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final case class Membership(request_type : SquadResponseType.Value, unk1 : Int, unk2 : Int, unk3 : Long, unk4 : Option[Long], player_name : String, unk5 : Boolean, unk6 : Option[Option[String]]) extends Response //see SquadMembershipResponse
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final case class Invite(from_char_id : Long, to_char_id : Long, name : String) extends Response
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@ -55,7 +55,7 @@ class SquadService extends Actor {
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*/
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private val queuedInvites : mutable.LongMap[List[Invitation]] = mutable.LongMap[List[Invitation]]()
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/**
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* The gien player has refused participation into this other player's sqaud.<br>
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* The given player has refused participation into this other player's squad.<br>
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* key - a unique character identifier number; value - a list of unique character identifier numbers
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*/
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private val refused : mutable.LongMap[List[Long]] = mutable.LongMap[List[Long]]()
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@ -65,9 +65,10 @@ class SquadService extends Actor {
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*/
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private val continueToMonitorDetails : mutable.LongMap[PlanetSideGUID] = mutable.LongMap[PlanetSideGUID]()
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/**
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* A placeholder for an absent active invite that has not (yet) been accepted or rejected, equal to the then-current active invite.
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* A placeholder for an absent active invite that has not (yet) been accepted or rejected,
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* equal to the then-current active invite.
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* Created when removing an active invite.
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* Checked when trying to add a new invite (if found, the invite is queued).
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* Checked when trying to add a new invite (if found, the new invite is queued).
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* Cleared when the next queued invite becomes active.<br>
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* key - unique character identifier number; value, unique character identifier number
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*/
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@ -91,10 +92,10 @@ class SquadService extends Actor {
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*/
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private val SquadEvents = new GenericEventBus[SquadServiceResponse]
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/**
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* This collection contains the message-sending contact reference for individuals who may become squad members.
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* This collection contains the message-sending contact reference for individuals.
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* When the user joins the `SquadService` with a `Service.Join` message
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* that includes their unique character identifier,
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* the origin `ActorRef` is added as a subscription.
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* and the origin `ActorRef` is added as a subscription.
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* It is maintained until they disconnect entirely.
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* The subscription is anticipated to belong to an instance of `WorldSessionActor`.<br>
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* key - unique character identifier number; value - `ActorRef` reference for that character
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@ -688,7 +689,7 @@ class SquadService extends Actor {
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if(squad.Size < squad.Capacity) {
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val positions = (for {
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(member, index) <- squad.Membership.zipWithIndex
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if ValidOpenSquadPosition(squad, index, member, tplayer.Certifications)
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if squad.isAvailable(index, tplayer.Certifications)
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} yield (index, member.Requirements.size))
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.toList
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.sortBy({ case (_, reqs) => reqs })
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@ -814,7 +815,7 @@ class SquadService extends Actor {
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}
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(None, None)
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case Some(RequestRole(candidate, guid, _))
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case Some(RequestRole(_, guid, _))
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if squadFeatures.get(guid).nonEmpty && squadFeatures(guid).Squad.Leader.CharId == rejectingPlayer =>
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//rejectingPlayer is the squad leader; candidate is the would-be squad member who was rejected
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val features = squadFeatures(guid)
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@ -1024,7 +1025,6 @@ class SquadService extends Actor {
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if(memberPosition.CharId > 0) {
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LeaveSquad(memberPosition.CharId, squad)
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}
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memberPosition.Close()
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UpdateSquadListWhenListed(squadFeatures(squad.GUID), SquadInfo().Capacity(squad.Capacity))
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UpdateSquadDetail(
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squad.GUID,
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@ -1232,11 +1232,11 @@ class SquadService extends Actor {
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position.Requirements = Set()
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})
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val features = squadFeatures(squad.GUID)
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features.LocationFollowsSquadLead = false
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features.AutoApproveInvitationRequests = false
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features.LocationFollowsSquadLead = true
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features.AutoApproveInvitationRequests = true
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UpdateSquadListWhenListed(features, SquadInfo().Task("").ZoneId(None).Capacity(squad.Capacity))
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UpdateSquadDetail(squad)
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Publish(sender, SquadResponse.AssociateWithSquad(PlanetSideGUID(0)))
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InitialAssociation(squad)
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squadFeatures(guid).InitialAssociation = true
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//do not unlist an already listed squad
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case Some(squad) =>
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@ -1248,13 +1248,13 @@ class SquadService extends Actor {
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case _ =>
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(pSquadOpt, action) match {
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//the following action can be performed by the squad leader and maybe an unaffiliated player
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case (Some(squad), SelectRoleForYourself(position)) =>
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case (Some(_), SelectRoleForYourself(_)) =>
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//TODO should be possible, but doesn't work correctly due to UI squad cards not updating as expected
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// if(squad.Leader.CharId == tplayer.CharId) {
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// //squad leader currently disallowed
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// } else
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// //the squad leader may swap to any open position; a normal member has to validate against requirements
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// if(squad.Leader.CharId == tplayer.CharId || ValidOpenSquadPosition(squad, position, tplayer.Certifications)) {
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// if(squad.Leader.CharId == tplayer.CharId || squad.isAvailable(position, tplayer.Certifications)) {
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// squad.Membership.zipWithIndex.find { case (member, _) => member.CharId == tplayer.CharId } match {
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// case Some((fromMember, fromIndex)) =>
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// SwapMemberPosition(squad.Membership(position), fromMember)
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@ -1273,7 +1273,7 @@ class SquadService extends Actor {
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//not a member of any squad, but we might become a member of this one
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GetSquad(guid) match {
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case Some(squad) =>
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if(ValidOpenSquadPosition(squad, position, tplayer.Certifications)) {
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if(squad.isAvailable(position, tplayer.Certifications)) {
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//we could join but we may need permission from the squad leader first
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AddInviteAndRespond(
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squad.Leader.CharId,
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@ -1940,7 +1940,7 @@ class SquadService extends Actor {
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* @param list a list of players to squads with expected entry redundancy
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*/
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def RemoveProximityInvites(list : Iterable[(Long, PlanetSideGUID)]) : Unit = {
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val (ids, squads) = list.unzip
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val (_, squads) = list.unzip
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squads.toSeq.distinct.foreach { squad =>
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squadFeatures.get(squad) match {
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case Some(features) =>
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@ -2039,7 +2039,6 @@ class SquadService extends Actor {
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* @see `IndirectInvite`
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* @see `SquadFeatures::AutoApproveInvitationRequests`
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* @see `VacancyInvite`
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* @see `ValidOpenSquadPosition`
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* @param squad the squad
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* @param invitedPlayer the unique character identifier for the player being invited
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* @param invitingPlayer the unique character identifier for the player who invited the former
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@ -2049,8 +2048,8 @@ class SquadService extends Actor {
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*/
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def HandleVacancyInvite(squad : Squad, invitedPlayer : Long, invitingPlayer : Long, recruit : Player) : Option[(Squad, Int)] = {
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//accepted an invitation to join an existing squad
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squad.Membership.zipWithIndex.find({ case (member, index) =>
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ValidOpenSquadPosition(squad, index, member, recruit.Certifications)
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squad.Membership.zipWithIndex.find({ case (_, index) =>
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squad.isAvailable(index, recruit.Certifications)
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}) match {
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case Some((_, line)) =>
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//position in squad found
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@ -2206,7 +2205,6 @@ class SquadService extends Actor {
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* @see `SquadResponse.Join`
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* @see `StatConverter.Health`
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* @see `UpdateSquadListWhenListed`
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* @see `ValidOpenSquadPosition`
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* @param player the new squad member;
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* this player is NOT the squad leader
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* @param squad the squad the player is joining
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@ -2217,7 +2215,7 @@ class SquadService extends Actor {
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def JoinSquad(player : Player, squad : Squad, position : Int) : Boolean = {
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val charId = player.CharId
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val role = squad.Membership(position)
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if(UserEvents.get(charId).nonEmpty && squad.Leader.CharId != charId && ValidOpenSquadPosition(squad, position, role, player.Certifications)) {
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if(UserEvents.get(charId).nonEmpty && squad.Leader.CharId != charId && squad.isAvailable(position, player.Certifications)) {
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role.Name = player.Name
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role.CharId = charId
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role.Health = StatConverter.Health(player.Health, player.MaxHealth, min=1, max=64)
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@ -2616,19 +2614,6 @@ class SquadService extends Actor {
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SquadEvents.unsubscribe(sender) //just to make certain
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}
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/**
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* Dispatch a message entailing the composition of this squad
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* and focus on any specific aspects of it, purported as being changed recently.
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* @see `SquadInfo`
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* @see `UpdateSquadList(Squad, Option[SquadInfo])`
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* @param squad the squad
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* @param changes the highlighted aspects of the squad;
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* these "changes" do not have to reflect the actual squad but are related to the contents of the message
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*/
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private def UpdateSquadList(squad : Squad, changes : SquadInfo) : Unit = {
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UpdateSquadList(squad, Some(changes))
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}
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/**
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* Dispatch a message entailing the composition of this squad when that squad is publicly available
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* and focus on any specific aspects of it, purported as being changed recently.
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@ -2989,63 +2974,4 @@ object SquadService {
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member.Requirements = position.requirements
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}
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}
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/**
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* Determine if the indicated squad role can be used for a player trying to join the squad.
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* @see `ValidOpenSquadPosition`
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @param certs the certifications being offered for comparison testing
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* @return `true`, if the squad role may accept the player with the given certification permissions;
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* `false`, otherwise
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*/
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def ValidOpenSquadPosition(squad : Squad, position : Int, certs : Set[CertificationType.Value]) : Boolean = {
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squad.Membership.lift(position) match {
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case Some(member) =>
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ValidOpenSquadPosition(squad, position, member, certs)
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case None =>
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false
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}
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}
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/**
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* Determine if the indicated squad role can be used for a player trying to join the squad.
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* @see `AvailableSquadPosition`
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @param member the squad role being tested
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* @param certs the certifications being offered for comparison testing
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* @return `true`, if the squad role may accept the player with the given certification permissions;
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* `false`, otherwise
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*/
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def ValidOpenSquadPosition(squad : Squad, position : Int, member : Member, certs : Set[CertificationType.Value]) : Boolean = {
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AvailableSquadPosition(squad, position, member) && certs.intersect(member.Requirements) == member.Requirements
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}
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/**
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* Determine if the indicated squad role is unoccupied but is also capable of being occupied.
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* @see `AvailableSquadPosition(Squad, Int, Member)`
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @return `true`, if the squad role is unoccupied;
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* `false`, otherwise
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*/
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def AvailableSquadPosition(squad : Squad, position : Int) : Boolean = squad.Membership.lift(position) match {
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case Some(member) =>
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AvailableSquadPosition(squad, position, member)
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case None =>
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false
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}
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/**
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* Determine if the indicated squad role is unoccupied but is also capable of being occupied.
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @param member the squad role being tested
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* @return `true`, if the squad role is unoccupied;
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* `false`, otherwise
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*/
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def AvailableSquadPosition(squad : Squad, position : Int, member : Member) : Boolean = {
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squad.Availability(position) && member.CharId == 0
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}
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}
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