mirror of
https://github.com/psforever/PSF-LoginServer.git
synced 2026-01-19 18:44:45 +00:00
Not Really a Door Opener (#1063)
* the medical applicator will not long open doors from a distance unless we want it to do that * fixing tests
This commit is contained in:
parent
f448cad13f
commit
5b0203850d
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@ -177,6 +177,8 @@ game {
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variable = 30
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}
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}
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doors-can-be-opened-by-med-app-from-this-distance = 5.05
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}
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anti-cheat {
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@ -540,7 +540,7 @@ class SessionData(
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}
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validObject(pkt.object_guid, decorator = "UseItem") match {
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case Some(door: Door) =>
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handleUseDoor(door)
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handleUseDoor(door, equipment)
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case Some(resourceSilo: ResourceSilo) =>
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handleUseResourceSilo(resourceSilo, equipment)
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case Some(panel: IFFLock) =>
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@ -1245,8 +1245,17 @@ class SessionData(
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}
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}
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private def handleUseDoor(door: Door): Unit = {
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door.Actor ! CommonMessages.Use(player)
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private def handleUseDoor(door: Door, equipment: Option[Equipment]): Unit = {
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equipment match {
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case Some(tool: Tool) if tool.Definition == GlobalDefinitions.medicalapplicator =>
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val distance: Float = math.max(
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Config.app.game.doorsCanBeOpenedByMedAppFromThisDistance,
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door.Definition.initialOpeningDistance
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)
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door.Actor ! CommonMessages.Use(player, Some(distance))
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case _ =>
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door.Actor ! CommonMessages.Use(player)
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}
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}
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private def handleUseResourceSilo(resourceSilo: ResourceSilo, equipment: Option[Equipment]): Unit = {
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81
src/main/scala/net/psforever/objects/Doors.scala
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81
src/main/scala/net/psforever/objects/Doors.scala
Normal file
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@ -0,0 +1,81 @@
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// Copyright (c) 2023 PSForever
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package net.psforever.objects
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import net.psforever.objects.serverobject.doors.Door
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import net.psforever.types.Vector3
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object Doors {
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/**
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* If a player was considered as holding the door open,
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* check that if that player is still in the same zone as a door
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* and is still standing within a certain distance of that door.
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* If the target player no longer qualifies to hold the door open,
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* search for a new player to hold the door open.
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* If the target player did not initially exist (the door was closed),
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* do not search any further.
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* @param door door that is installed somewhere
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* @param maximumDistance permissible square distance between the player and the door
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* @return optional player;
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* `None` if the no player can trigger the door
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*/
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def testForTargetHoldingDoorOpen(
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door: Door,
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maximumDistance: Float
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): Option[Player] = {
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door.Open
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.flatMap {
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testForSpecificTargetHoldingDoorOpen(_, door, maximumDistance * maximumDistance)
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.orElse { testForAnyTargetHoldingDoorOpen(door, maximumDistance) }
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}
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}
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/**
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* Check that a player is in the same zone as a door
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* and is standing within a certain distance of that door.
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* @see `Vector3.MagnitudeSquared`
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* @param player player who is standing somewhere
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* @param door door that is installed somewhere
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* @param maximumDistance permissible square distance between the player and the door
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* before one can not influence the other
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* @return optional player (same as parameter);
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* `None` if the parameter player can not trigger the door
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*/
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def testForSpecificTargetHoldingDoorOpen(
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player: Player,
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door: Door,
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maximumDistance: Float
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): Option[Player] = {
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if (player.Zone == door.Zone && Vector3.MagnitudeSquared(door.Position - player.Position) <= maximumDistance) {
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Some(player)
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} else {
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None
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}
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}
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/**
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* Find a player, any player, that can hold the door open.
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* Prop it open with a dead body if no one is available.
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* @param door door that is installed somewhere
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* @param maximumDistance permissible square distance between a player and the door
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* before one can not influence the other
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* @return optional player;
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* `None` if no player can trigger the door
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*/
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private def testForAnyTargetHoldingDoorOpen(
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door: Door,
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maximumDistance: Float
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): Option[Player] = {
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//search for nearby players and nearby former players who would block open the door
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val zone = door.Zone
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val maximumDistanceSq = maximumDistance * maximumDistance
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val bmap = zone.blockMap.sector(door.Position, maximumDistance)
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(bmap.livePlayerList ++ bmap.corpseList)
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.find { testForSpecificTargetHoldingDoorOpen(_, door, maximumDistanceSq).nonEmpty } match {
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case out @ Some(newOpener) =>
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door.Open = newOpener //another player is near the door, keep it open
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out
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case _ =>
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None
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}
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}
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}
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@ -1,7 +1,8 @@
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// Copyright (c) 2017 PSForever
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package net.psforever.objects.serverobject.doors
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import net.psforever.objects.Player
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import akka.actor.ActorRef
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import net.psforever.objects.{Default, Doors, Player}
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import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
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import net.psforever.objects.serverobject.affinity.{FactionAffinity, FactionAffinityBehavior}
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import net.psforever.objects.serverobject.locks.IFFLock
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@ -17,8 +18,9 @@ class DoorControl(door: Door)
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extends PoweredAmenityControl
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with FactionAffinityBehavior.Check {
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def FactionObject: FactionAffinity = door
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var isLocked: Boolean = false
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var lockingMechanism: Door.LockingMechanismLogic = DoorControl.alwaysOpen
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private var isLocked: Boolean = false
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private var lockingMechanism: Door.LockingMechanismLogic = DoorControl.alwaysOpen
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def commonBehavior: Receive = checkBehavior
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.orElse {
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@ -40,15 +42,16 @@ class DoorControl(door: Door)
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def poweredStateLogic: Receive =
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commonBehavior
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.orElse {
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case CommonMessages.Use(player, Some(customDistance: Float)) =>
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testToOpenDoor(player, door, customDistance, sender())
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case CommonMessages.Use(player, _) =>
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if (lockingMechanism(player, door) && !isLocked) {
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openDoor(player)
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}
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testToOpenDoor(player, door, door.Definition.initialOpeningDistance, sender())
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case IFFLock.DoorOpenResponse(target: Player) if !isLocked =>
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openDoor(target)
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DoorControl.openDoor(target, door)
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case _ => ;
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case _ => ()
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}
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def unpoweredStateLogic: Receive = {
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@ -56,30 +59,33 @@ class DoorControl(door: Door)
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.orElse {
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case CommonMessages.Use(player, _) if !isLocked =>
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//without power, the door opens freely
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openDoor(player)
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DoorControl.openDoor(player, door)
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case _ => ;
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case _ => ()
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}
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}
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def openDoor(player: Player): Unit = {
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val zone = door.Zone
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val doorGUID = door.GUID
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if (!door.isOpen) {
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//global open
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door.Open = player
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zone.LocalEvents ! LocalServiceMessage(
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zone.id,
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LocalAction.DoorOpens(Service.defaultPlayerGUID, zone, door)
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)
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}
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else {
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//the door should already open, but the requesting player does not see it as open
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sender() ! LocalServiceResponse(
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player.Name,
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Service.defaultPlayerGUID,
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LocalResponse.DoorOpens(doorGUID)
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)
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/**
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* If the player is close enough to the door,
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* the locking mechanism allows for the door to open,
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* and the door is not bolted shut (locked),
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* then tell the door that it should open.
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* @param player player who is standing somewhere
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* @param door door that is installed somewhere
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* @param maximumDistance permissible square distance between the player and the door
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* @param replyTo the player's session message reference
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*/
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private def testToOpenDoor(
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player: Player,
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door: Door,
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maximumDistance: Float,
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replyTo: ActorRef
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): Unit = {
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if (
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Doors.testForSpecificTargetHoldingDoorOpen(player, door, maximumDistance * maximumDistance).contains(player) &&
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lockingMechanism(player, door) && !isLocked
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) {
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DoorControl.openDoor(player, door, replyTo)
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}
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}
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@ -89,5 +95,33 @@ class DoorControl(door: Door)
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}
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object DoorControl {
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//noinspection ScalaUnusedSymbol
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def alwaysOpen(obj: PlanetSideServerObject, door: Door): Boolean = true
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/**
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* If the door is not open, open this door, propped open by the given player.
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* If the door is considered open, ensure the door is proper visible as open to the player.
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* @param player the player
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* @param door the door
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* @param replyTo the player's session message reference
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*/
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private def openDoor(player: Player, door: Door, replyTo: ActorRef = Default.Actor): Unit = {
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val zone = door.Zone
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val doorGUID = door.GUID
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if (!door.isOpen) {
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//global open
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door.Open = player
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zone.LocalEvents ! LocalServiceMessage(
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zone.id,
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LocalAction.DoorOpens(Service.defaultPlayerGUID, zone, door)
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)
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} else {
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//the door should already open, but the requesting player does not see it as open
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replyTo ! LocalServiceResponse(
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player.Name,
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Service.defaultPlayerGUID,
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LocalResponse.DoorOpens(doorGUID)
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)
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}
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}
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}
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@ -9,4 +9,9 @@ import net.psforever.objects.serverobject.structures.AmenityDefinition
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class DoorDefinition(objectId: Int)
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extends AmenityDefinition(objectId) {
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Name = "door"
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/** range wherein the door may first be opened
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* (note: intentionally inflated as the initial check on the client occurs further than expected) */
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var initialOpeningDistance: Float = 7.5f
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/** range within which the door must detect a target player to remain open */
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var continuousOpenDistance: Float = 5.05f
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}
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@ -2,11 +2,10 @@
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package net.psforever.services.local.support
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import akka.actor.{Actor, Cancellable}
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import net.psforever.objects.{Default, Player}
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import net.psforever.objects.{Default, Doors}
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import net.psforever.objects.serverobject.doors.Door
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import net.psforever.objects.serverobject.structures.Building
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import net.psforever.objects.zones.Zone
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import net.psforever.types.{PlanetSideGUID, Vector3}
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import net.psforever.types.PlanetSideGUID
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import scala.annotation.tailrec
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import scala.concurrent.duration._
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@ -17,7 +16,6 @@ import scala.concurrent.duration._
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* @see `LocalService`
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*/
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class DoorCloseActor() extends Actor {
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/** The periodic `Executor` that checks for doors to be closed */
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private var doorCloserTrigger: Cancellable = Default.Cancellable
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@ -36,43 +34,11 @@ class DoorCloseActor() extends Actor {
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case DoorCloseActor.TryCloseDoors() =>
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doorCloserTrigger.cancel()
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val now: Long = System.nanoTime
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val now: Long = System.currentTimeMillis()
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val (doorsToClose1, doorsLeftOpen1) = PartitionEntries(openDoors, now)
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val (doorsToClose2, doorsLeftOpen2) = doorsToClose1.partition(entry => {
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entry.door.Open match {
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case Some(player) =>
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// If the player that opened the door is far enough away, or they're dead,
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var openerIsGone = Vector3.MagnitudeSquared(entry.door.Position - player.Position) > 25.5 || !player.isAlive
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if (openerIsGone) {
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// Check nobody else is nearby to hold the door opens
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val playersToCheck: List[Player] =
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if (
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entry.door.Owner
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.isInstanceOf[Building] && entry.door.Owner.asInstanceOf[Building].Definition.SOIRadius > 0
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) {
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entry.door.Owner.asInstanceOf[Building].PlayersInSOI
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} else {
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entry.zone.LivePlayers
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}
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playersToCheck
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.filter(x => x.isAlive && Vector3.MagnitudeSquared(entry.door.Position - x.Position) < 25.5)
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.headOption match {
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case Some(newOpener) =>
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// Another player is near the door, keep it open
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entry.door.Open = newOpener
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openerIsGone = false
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case _ => ;
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}
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}
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openerIsGone
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case None =>
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// Door should not be open. Mark it to be closed.
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true
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}
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})
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val (doorsToClose2, doorsLeftOpen2) = doorsToClose1.partition { entry =>
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Doors.testForTargetHoldingDoorOpen(entry.door, entry.door.Definition.continuousOpenDistance).isEmpty
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}
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openDoors = (
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doorsLeftOpen1 ++
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doorsLeftOpen2.map(entry => DoorCloseActor.DoorEntry(entry.door, entry.zone, now))
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@ -89,7 +55,7 @@ class DoorCloseActor() extends Actor {
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doorCloserTrigger = context.system.scheduler.scheduleOnce(short_timeout, self, DoorCloseActor.TryCloseDoors())
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}
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case _ => ;
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case _ => ()
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}
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/**
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@ -144,9 +110,9 @@ class DoorCloseActor() extends Actor {
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object DoorCloseActor {
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/** The wait before an open door closes; as a Long for calculation simplicity */
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private final val timeout_time: Long = 5000000000L //nanoseconds (5s)
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private final val timeout_time: Long = 5000L //milliseconds (5s)
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/** The wait before an open door closes; as a `FiniteDuration` for `Executor` simplicity */
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private final val timeout: FiniteDuration = timeout_time nanoseconds
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private final val timeout: FiniteDuration = timeout_time milliseconds
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/**
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* Message that carries information about a door that has been opened.
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@ -155,7 +121,7 @@ object DoorCloseActor {
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* @param time when the door was opened
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* @see `DoorEntry`
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*/
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final case class DoorIsOpen(door: Door, zone: Zone, time: Long = System.nanoTime())
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final case class DoorIsOpen(door: Door, zone: Zone, time: Long = System.currentTimeMillis())
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/**
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* Message that carries information about a door that needs to close.
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|
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@ -46,7 +46,7 @@ object Config {
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viaNonEmptyStringOpt[A](
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v =>
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e.values.toList.collectFirst {
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case e if e.toString.toLowerCase == v.toLowerCase => e.asInstanceOf[A]
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case e if e.toString.toLowerCase == v.toLowerCase => e
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},
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_.toString
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)
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@ -62,25 +62,23 @@ object Config {
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// Raw config object - prefer app when possible
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lazy val config: TypesafeConfig = source.config() match {
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case Right(config) => config
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case Left(failures) => {
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case Left(failures) =>
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logger.error("Loading config failed")
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failures.toList.foreach { failure =>
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logger.error(failure.toString)
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}
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sys.exit(1)
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}
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}
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// Typed config object
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lazy val app: AppConfig = source.load[AppConfig] match {
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case Right(config) => config
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case Left(failures) => {
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case Left(failures) =>
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logger.error("Loading config failed")
|
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failures.toList.foreach { failure =>
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logger.error(failure.toString)
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}
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sys.exit(1)
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}
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}
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}
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@ -159,7 +157,8 @@ case class GameConfig(
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baseCertifications: Seq[Certification],
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warpGates: WarpGateConfig,
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cavernRotation: CavernRotationConfig,
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savedMsg: SavedMessageEvents
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savedMsg: SavedMessageEvents,
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doorsCanBeOpenedByMedAppFromThisDistance: Float
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)
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case class NewAvatar(
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|
|
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|
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@ -1,7 +1,7 @@
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// Copyright (c) 2017 PSForever
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package objects
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import akka.actor.{ActorSystem, Props}
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import akka.actor.{ActorRef, ActorSystem, Props}
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import akka.testkit.TestProbe
|
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import base.ActorTest
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import net.psforever.objects.avatar.Avatar
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|
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@ -12,15 +12,14 @@ import net.psforever.objects.{Default, GlobalDefinitions, Player}
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import net.psforever.objects.serverobject.doors.{Door, DoorControl}
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import net.psforever.objects.serverobject.structures.{Building, StructureType}
|
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import net.psforever.objects.zones.{Zone, ZoneMap}
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import net.psforever.packet.game.UseItemMessage
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import net.psforever.services.local.{LocalAction, LocalServiceMessage}
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import net.psforever.services.local.{LocalAction, LocalResponse, LocalServiceMessage, LocalServiceResponse}
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import net.psforever.types._
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import org.specs2.mutable.Specification
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import scala.concurrent.duration._
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class DoorTest extends Specification {
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val player = Player(Avatar(0, "test", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
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private val player: Player = Player(Avatar(0, "test", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
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"Door" should {
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"construct" in {
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|
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@ -49,19 +48,6 @@ class DoorTest extends Specification {
|
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}
|
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|
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"be opened and closed (2; toggle)" in {
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val msg = UseItemMessage(
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PlanetSideGUID(6585),
|
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PlanetSideGUID(0),
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PlanetSideGUID(372),
|
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4294967295L,
|
||||
false,
|
||||
Vector3(5.0f, 0.0f, 0.0f),
|
||||
Vector3(0.0f, 0.0f, 0.0f),
|
||||
11,
|
||||
25,
|
||||
0,
|
||||
364
|
||||
)
|
||||
val door = Door(GlobalDefinitions.door)
|
||||
door.Open.isEmpty mustEqual true
|
||||
door.Open = player
|
||||
|
|
@ -74,7 +60,7 @@ class DoorTest extends Specification {
|
|||
}
|
||||
}
|
||||
|
||||
class DoorControl1Test extends ActorTest {
|
||||
class DoorControlConstructTest extends ActorTest {
|
||||
"DoorControl" should {
|
||||
"construct" in {
|
||||
val door = Door(GlobalDefinitions.door)
|
||||
|
|
@ -84,28 +70,11 @@ class DoorControl1Test extends ActorTest {
|
|||
}
|
||||
}
|
||||
|
||||
class DoorControl2Test extends ActorTest {
|
||||
class DoorControlOpenTest extends ActorTest {
|
||||
"DoorControl" should {
|
||||
"open on use" in {
|
||||
val (player, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
|
||||
val probe = new TestProbe(system)
|
||||
door.Zone.LocalEvents = probe.ref
|
||||
val msg = UseItemMessage(
|
||||
PlanetSideGUID(1),
|
||||
PlanetSideGUID(0),
|
||||
PlanetSideGUID(2),
|
||||
0L,
|
||||
false,
|
||||
Vector3(0f, 0f, 0f),
|
||||
Vector3(0f, 0f, 0f),
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0L
|
||||
) //faked
|
||||
assert(door.Open.isEmpty)
|
||||
|
||||
door.Actor ! CommonMessages.Use(player, Some(msg))
|
||||
val (player, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
|
||||
door.Actor ! CommonMessages.Use(player)
|
||||
val reply = probe.receiveOne(1000 milliseconds)
|
||||
assert(reply match {
|
||||
case LocalServiceMessage("test", LocalAction.DoorOpens(PlanetSideGUID(0), _, d)) => d eq door
|
||||
|
|
@ -116,26 +85,55 @@ class DoorControl2Test extends ActorTest {
|
|||
}
|
||||
}
|
||||
|
||||
class DoorControl3Test extends ActorTest {
|
||||
class DoorControlTooFarTest extends ActorTest {
|
||||
"DoorControl" should {
|
||||
"do nothing if given garbage" in {
|
||||
val (_, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
|
||||
"do not open if the player is too far away" in {
|
||||
val (player, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
|
||||
player.Position = Vector3(10,0,0)
|
||||
door.Actor ! CommonMessages.Use(player)
|
||||
probe.expectNoMessage(Duration.create(500, "ms"))
|
||||
assert(door.Open.isEmpty)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class DoorControlAlreadyOpenTest extends ActorTest {
|
||||
"DoorControl" should {
|
||||
"is already open" in {
|
||||
val (player, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
|
||||
door.Open = player //door thinks it is open
|
||||
door.Actor.tell(CommonMessages.Use(player), probe.ref)
|
||||
val reply = probe.receiveOne(1000 milliseconds)
|
||||
assert(reply match {
|
||||
case LocalServiceResponse("test", _, LocalResponse.DoorOpens(guid)) => guid == door.GUID
|
||||
case _ => false
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class DoorControlGarbageDataTest extends ActorTest {
|
||||
"DoorControl" should {
|
||||
"do nothing if given garbage data" in {
|
||||
val (_, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
|
||||
assert(door.Open.isEmpty)
|
||||
|
||||
door.Actor ! "trash"
|
||||
expectNoMessage(Duration.create(500, "ms"))
|
||||
probe.expectNoMessage(Duration.create(500, "ms"))
|
||||
assert(door.Open.isEmpty)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
object DoorControlTest {
|
||||
def SetUpAgents(faction: PlanetSideEmpire.Value)(implicit system: ActorSystem): (Player, Door) = {
|
||||
def SetUpAgents(faction: PlanetSideEmpire.Value)(implicit system: ActorSystem): (Player, Door, TestProbe) = {
|
||||
val eventsProbe = new TestProbe(system)
|
||||
val door = Door(GlobalDefinitions.door)
|
||||
val guid = new NumberPoolHub(new MaxNumberSource(5))
|
||||
val zone = new Zone("test", new ZoneMap("test"), 0) {
|
||||
override def SetupNumberPools() = {}
|
||||
val zone = new Zone(id = "test", new ZoneMap(name = "test"), zoneNumber = 0) {
|
||||
override def SetupNumberPools(): Unit = {}
|
||||
GUID(guid)
|
||||
override def LocalEvents: ActorRef = eventsProbe.ref
|
||||
}
|
||||
guid.register(door, 1)
|
||||
door.Actor = system.actorOf(Props(classOf[DoorControl], door), "door")
|
||||
|
|
@ -149,7 +147,8 @@ object DoorControlTest {
|
|||
)
|
||||
door.Owner.Faction = faction
|
||||
val player = Player(Avatar(0, "test", faction, CharacterSex.Male, 0, CharacterVoice.Mute))
|
||||
player.Zone = zone
|
||||
guid.register(player, 2)
|
||||
(player, door)
|
||||
(player, door, eventsProbe)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue