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https://github.com/2revoemag/PSF-BotServer.git
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* preparation for redefining the checks involved in spawning a vehicle from a spawn pad * pass the terminal from which a vehicle order was issued to be used in validation tests; implemented validation tests to ensure delayed orders remain valid until being executed; various messages about orders that have failed validation, as well as order changes and queue changes * local zoning field on player for use in statusing and message composition * expiration of a vehicle order for a given reason; linking of messages for expiration of vehicle order queue; death on an active vehicle pad (during rail operation) * players that die to spawning vehicles can blame that vehicle's future driver; the calculations for server-side damage are heavily modified * definitions for vehicle spawn pad kill box, used during vehicle generation to eliminate targets on the spawn pad, per kind of vehicle spawn pad * reusing common order validation test for some stages of the vehicle order fulfillment process * adjusts when the vehicle thinks it is mounted to the spawn pad; vehicle wreckage should be cleaned up quicker * cancelling the active order
254 lines
9.7 KiB
Scala
254 lines
9.7 KiB
Scala
// Copyright (c) 2018 PSForever
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package net.psforever.objects
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import akka.actor.{Actor, ActorContext, Props}
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import net.psforever.objects.ballistics.{PlayerSource, SourceEntry}
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import net.psforever.objects.ce._
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import net.psforever.objects.definition.{ComplexDeployableDefinition, SimpleDeployableDefinition}
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import net.psforever.objects.definition.converter.SmallDeployableConverter
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import net.psforever.objects.equipment.JammableUnit
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import net.psforever.objects.geometry.Geometry3D
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import net.psforever.objects.serverobject.affinity.FactionAffinity
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import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
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import net.psforever.objects.serverobject.damage.{Damageable, DamageableEntity}
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import net.psforever.objects.serverobject.damage.Damageable.Target
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import net.psforever.objects.vital.resolution.ResolutionCalculations.Output
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import net.psforever.objects.vital.{SimpleResolutions, Vitality}
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import net.psforever.objects.vital.etc.TriggerUsedReason
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import net.psforever.objects.vital.interaction.{DamageInteraction, DamageResult}
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import net.psforever.objects.vital.projectile.ProjectileReason
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import net.psforever.objects.zones.Zone
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import net.psforever.types.Vector3
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import net.psforever.services.Service
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import net.psforever.services.avatar.{AvatarAction, AvatarServiceMessage}
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import net.psforever.services.local.{LocalAction, LocalServiceMessage}
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import scala.concurrent.duration._
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class ExplosiveDeployable(cdef: ExplosiveDeployableDefinition)
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extends ComplexDeployable(cdef)
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with JammableUnit {
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override def Definition: ExplosiveDeployableDefinition = cdef
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}
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class ExplosiveDeployableDefinition(private val objectId: Int) extends ComplexDeployableDefinition(objectId) {
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Name = "explosive_deployable"
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DeployCategory = DeployableCategory.Mines
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Model = SimpleResolutions.calculate
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Packet = new SmallDeployableConverter
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private var detonateOnJamming: Boolean = true
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def DetonateOnJamming: Boolean = detonateOnJamming
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def DetonateOnJamming_=(detonate: Boolean): Boolean = {
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detonateOnJamming = detonate
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DetonateOnJamming
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}
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override def Initialize(obj: PlanetSideServerObject with Deployable, context: ActorContext) = {
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obj.Actor =
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context.actorOf(Props(classOf[ExplosiveDeployableControl], obj), PlanetSideServerObject.UniqueActorName(obj))
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}
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override def Uninitialize(obj: PlanetSideServerObject with Deployable, context: ActorContext) = {
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SimpleDeployableDefinition.SimpleUninitialize(obj, context)
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}
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}
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object ExplosiveDeployableDefinition {
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def apply(dtype: DeployedItem.Value): ExplosiveDeployableDefinition = {
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new ExplosiveDeployableDefinition(dtype.id)
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}
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}
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class ExplosiveDeployableControl(mine: ExplosiveDeployable) extends Actor with Damageable {
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def DamageableObject = mine
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def receive: Receive =
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takesDamage
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.orElse {
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case CommonMessages.Use(player, Some(trigger: BoomerTrigger)) if {
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mine match {
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case boomer: BoomerDeployable => boomer.Trigger.contains(trigger) && mine.Definition.Damageable
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case _ => false
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}
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} =>
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// the trigger damages the mine, which sets it off, which causes an explosion
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// think of this as an initiator to the proper explosion
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mine.Destroyed = true
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ExplosiveDeployableControl.DamageResolution(
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mine,
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DamageInteraction(
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SourceEntry(mine),
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TriggerUsedReason(PlayerSource(player), trigger.GUID),
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mine.Position
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).calculate()(mine),
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damage = 0
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)
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case _ => ;
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}
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override protected def PerformDamage(
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target: Target,
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applyDamageTo: Output
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): Unit = {
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if (mine.CanDamage) {
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val originalHealth = mine.Health
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val cause = applyDamageTo(mine)
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val damage = originalHealth - mine.Health
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if (CanDetonate(mine, damage, cause.interaction)) {
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ExplosiveDeployableControl.DamageResolution(mine, cause, damage)
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} else {
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mine.Health = originalHealth
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}
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}
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}
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/**
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* A supplement for checking target susceptibility
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* to account for sympathetic explosives even if there is no damage.
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* This does not supercede other underlying checks or undo prior damage checks.
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* @see `Damageable.CanDamageOrJammer`
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* @see `DamageProperties.SympatheticExplosives`
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* @param obj the entity being damaged
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* @param damage the amount of damage
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* @param data historical information about the damage
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* @return `true`, if the target can be affected;
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* `false`, otherwise
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*/
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def CanDetonate(obj: Vitality with FactionAffinity, damage: Int, data: DamageInteraction): Boolean = {
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!mine.Destroyed && (if (damage == 0 && data.cause.source.SympatheticExplosion) {
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Damageable.CanDamageOrJammer(mine, damage = 1, data)
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} else {
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Damageable.CanDamageOrJammer(mine, damage, data)
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})
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}
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}
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object ExplosiveDeployableControl {
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/**
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* na
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* @param target na
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* @param cause na
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* @param damage na
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*/
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def DamageResolution(target: ExplosiveDeployable, cause: DamageResult, damage: Int): Unit = {
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target.History(cause)
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if (cause.interaction.cause.source.SympatheticExplosion) {
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explodes(target, cause)
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DestructionAwareness(target, cause)
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} else if (target.Health == 0) {
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DestructionAwareness(target, cause)
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} else if (!target.Jammed && Damageable.CanJammer(target, cause.interaction)) {
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if ( {
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target.Jammed = cause.interaction.cause match {
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case o: ProjectileReason =>
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val radius = o.projectile.profile.DamageRadius
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Vector3.DistanceSquared(cause.interaction.hitPos, cause.interaction.target.Position) < radius * radius
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case _ =>
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true
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}
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}
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) {
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if (target.Definition.DetonateOnJamming) {
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explodes(target, cause)
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}
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DestructionAwareness(target, cause)
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}
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}
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}
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/**
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* na
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* @param target na
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* @param cause na
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*/
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def explodes(target: Damageable.Target, cause: DamageResult): Unit = {
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target.Health = 1 // short-circuit logic in DestructionAwareness
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val zone = target.Zone
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zone.Activity ! Zone.HotSpot.Activity(cause)
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zone.LocalEvents ! LocalServiceMessage(zone.id, LocalAction.Detonate(target.GUID, target))
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Zone.serverSideDamage(
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zone,
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target,
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Zone.explosionDamage(Some(cause)),
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ExplosiveDeployableControl.detectionForExplosiveSource(target)
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)
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}
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/**
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* na
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* @param target na
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* @param cause na
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*/
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def DestructionAwareness(target: ExplosiveDeployable, cause: DamageResult): Unit = {
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val zone = target.Zone
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val attribution = DamageableEntity.attributionTo(cause, target.Zone)
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Deployables.AnnounceDestroyDeployable(
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target,
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Some(if (target.Jammed || target.Destroyed) 0 seconds else 500 milliseconds)
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)
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target.Destroyed = true
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zone.AvatarEvents ! AvatarServiceMessage(
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zone.id,
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AvatarAction.Destroy(target.GUID, attribution, Service.defaultPlayerGUID, target.Position)
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)
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if (target.Health == 0) {
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zone.LocalEvents ! LocalServiceMessage(
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zone.id,
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LocalAction.TriggerEffect(Service.defaultPlayerGUID, "detonate_damaged_mine", target.GUID)
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)
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}
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}
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/**
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* Two game entities are considered "near" each other if they are within a certain distance of one another.
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* For explosives, the source of the explosion is always typically constant.
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* @see `detectsTarget`
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* @see `ObjectDefinition.Geometry`
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* @see `Vector3.relativeUp`
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* @param obj a game entity that explodes
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* @return a function that resolves a potential target as detected
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*/
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def detectionForExplosiveSource(obj: PlanetSideGameObject): (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean = {
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val up = Vector3.relativeUp(obj.Orientation) //check relativeUp; rotate as little as necessary!
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val g1 = obj.Definition.Geometry(obj)
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detectTarget(g1, up)
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}
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/**
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* Two game entities are considered "near" each other if they are within a certain distance of one another.
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* For explosives, targets in the damage radius in the direction of the blast (above the explosive) are valid targets.
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* Targets that are ~0.5916f units in the opposite direction of the blast (below the explosive) are also selected.
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* @see `ObjectDefinition.Geometry`
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* @see `PrimitiveGeometry.pointOnOutside`
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* @see `Vector3.DistanceSquared`
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* @see `Vector3.neg`
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* @see `Vector3.relativeUp`
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* @see `Vector3.ScalarProjection`
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* @see `Vector3.Unit`
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* @param g1 a cached geometric representation that should belong to `obj1`
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* @param up a cached vector in the direction of "above `obj1`'s geometric representation"
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* @param obj1 a game entity that explodes
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* @param obj2 a game entity that suffers the explosion
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* @param maxDistance the square of the maximum distance permissible between game entities
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* before they are no longer considered "near"
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* @return `true`, if the target entities are near enough to each other;
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* `false`, otherwise
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*/
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def detectTarget(g1: Geometry3D, up: Vector3)(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float) : Boolean = {
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val g2 = obj2.Definition.Geometry(obj2)
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val dir = g2.center.asVector3 - g1.center.asVector3
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//val scalar = Vector3.ScalarProjection(dir, up)
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val point1 = g1.pointOnOutside(dir).asVector3
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val point2 = g2.pointOnOutside(Vector3.neg(dir)).asVector3
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val scalar = Vector3.ScalarProjection(point2 - point1, up)
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(scalar >= 0 || Vector3.MagnitudeSquared(up * scalar) < 0.35f) &&
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math.min(
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Vector3.DistanceSquared(g1.center.asVector3, g2.center.asVector3),
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Vector3.DistanceSquared(point1, point2)
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) <= maxDistance
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}
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}
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